doc:overviewflags
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+10
-4
@@ -833,10 +833,10 @@ docident [akimboautoswitch] [Whether or not to automatically switch to akimbo up
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docargument [B] [boolean] [1:yes min 0/max 1/default 1];
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docremark [If you are brandishing your pistol while walking over the pickup you will switch to akimbo every time.];
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docident [akimboendaction] [Sets the behavior of weapon switching upon akimbo expiration.];
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docargument [] [] [0 (switch to knife)] [0];
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docargument [] [] [1 (stay with pistol)] [0];
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docargument [] [] [2 (switch to grenades)] [0];
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docargument [] [] [3 (switch to primary)] [0];
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docargument [] [switch to knife] [0] [0];
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docargument [] [stay with pistol] [1] [0];
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docargument [] [switch to grenades] [2] [0];
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docargument [] [switch to primary] [3] [0];
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docargument [N] [akimbo end action] [min 0/max 3/default 3];
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docremark [If no ammunition is detected for the target weapon, it will fallback to the previous weapon until it finds a weapon with ammunition to use.];
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docident [attack] [Fires the current weapon.];
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@@ -3008,6 +3008,12 @@ docargument [N] [the resolution] [min 7/max 10/default 9];
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docref [clearminimap];
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docident [oldfashionedgunstats] [Shows ammo statistics like in version 1.0.];
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docargument [N] [0: new, 1: old] [min 0/max 1/default 0];
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docident [overviewflags] [Rendering options for the flags in the overview spectator mode.];
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docargument [] [real] [0] [0];
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docargument [] [askew] [1] [0];
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docargument [] [radar] [2] [0];
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docargument [V] [viewing variant] [min 0/max 2/default 1];
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docremark [Viewed from directly above the pole is barely visible and the undulating canvas never comes out of perfect alignment so is invisible. To compensate for the realistic rendering there are two variations on rendering flags when in the overview - either we rotate the models a bit so they become visible or we use the radar display of bases and flags instead.];
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docident [radarentsize] [Sets the icon size of the players shown in the radar and the minimap.];
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docargument [V] [size of icons inside radar] [min 4/max 64/default 12];
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docident [radarheight] [Changes at what height you are floating in the radar-view.];
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+21
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@@ -3986,10 +3986,10 @@ name="AssaultCube Documentation" version="Current" xsi:schemaLocation="xml/cuber
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<description>Sets the behavior of weapon switching upon akimbo expiration.</description>
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<value token="N" description="akimbo end action" minValue="0" maxValue="3" defaultValue="3"/>
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<arguments>
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<argument valueNotes="0 (switch to knife)"/>
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<argument valueNotes="1 (stay with pistol)"/>
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<argument valueNotes="2 (switch to grenades)"/>
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<argument valueNotes="3 (switch to primary)"/>
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<argument description="switch to knife" valueNotes="0"/>
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<argument description="stay with pistol" valueNotes="1"/>
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<argument description="switch to grenades" valueNotes="2"/>
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<argument description="switch to primary" valueNotes="3"/>
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</arguments>
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<remarks>
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<remark>If no ammunition is detected for the target weapon, it will fallback to the previous weapon until it finds a weapon with ammunition to use.</remark>
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@@ -8281,6 +8281,23 @@ name="AssaultCube Documentation" version="Current" xsi:schemaLocation="xml/cuber
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<value token="V" description="enable/disable radar compass" minValue="0" maxValue="1" defaultValue="0"/>
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</variable>
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<variable name="overviewflags">
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<description>Rendering options for the flags in the overview spectator mode.</description>
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<remarks>
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<remark>
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Viewed from directly above the pole is barely visible and the undulating canvas never comes out of perfect alignment so is invisible.
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To compensate for the realistic rendering there are two variations on rendering flags when in the overview -
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either we rotate the models a bit so they become visible or we use the radar display of bases and flags instead.
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</remark>
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</remarks>
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<value token="V" description="viewing variant" minValue="0" maxValue="2" defaultValue="1"/>
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<arguments>
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<argument description="real" valueNotes="0"/>
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<argument description="askew" valueNotes="1"/>
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<argument description="radar" valueNotes="2"/>
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</arguments>
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</variable>
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<variable name="hidedamageindicator">
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<description>Turns on/off the damage indicator.</description>
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<value token="V" description="enable/disable damage indicator" minValue="0" maxValue="1" defaultValue="0"/>
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