[iortcw] 23/89: All: Add con_autochat and con_autoclear cvars

Simon McVittie smcv at debian.org
Fri Sep 8 10:44:19 UTC 2017


This is an automated email from the git hooks/post-receive script.

smcv pushed a commit to tag 1.51b
in repository iortcw.

commit 4006b9c8864eb4cd81ecf6eb7614a7d38e3b5044
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date:   Fri Jun 16 19:14:22 2017 -0400

    All: Add con_autochat and con_autoclear cvars
---
 MP/README                   | 732 --------------------------------------------
 MP/code/client/cl_console.c |   6 +-
 MP/code/client/cl_keys.c    |   6 +-
 MP/code/qcommon/common.c    |  11 +-
 MP/code/qcommon/qcommon.h   |   3 +
 MP/code/sys/con_tty.c       |   8 +-
 README.md                   |   3 +
 SP/README                   | 732 --------------------------------------------
 SP/code/client/cl_console.c |   6 +-
 SP/code/client/cl_keys.c    |   6 +-
 SP/code/qcommon/common.c    |  11 +-
 SP/code/qcommon/qcommon.h   |   3 +
 SP/code/sys/con_tty.c       |   8 +-
 13 files changed, 57 insertions(+), 1478 deletions(-)

diff --git a/MP/README b/MP/README
deleted file mode 100644
index c5423e1..0000000
--- a/MP/README
+++ /dev/null
@@ -1,732 +0,0 @@
-			 _            _                
-			(_)          | |               
-			 _  ___  _ __| |_ _____      __
-			| |/ _ \| '__| __/ __\ \ /\ / /
-			| | (_) | |  | || (__ \ V  V / 
-			|_|\___/|_|   \__\___| \_/\_/  
-                               
-                               
-
-The intent of this project is to provide a baseline RTCW which may be used
-for further development and fun. 
-Some of the major features currently implemented are:
-
-  * SDL backend
-  * OpenAL sound API support (multiple speaker support and better sound
-    quality)
-  * Full x86_64 support
-  * VoIP support, both in-game and external support through Mumble.
-  * MinGW compilation support on Windows and cross compilation support on Linux
-  * AVI video capture of demos
-  * Much improved console autocompletion
-  * Persistent console history
-  * Colorized terminal output
-  * Optional Ogg Vorbis support
-  * Much improved QVM tools
-  * Support for various esoteric operating systems
-  * cl_guid support
-  * HTTP/FTP download redirection (using cURL)
-  * Multiuser support on Windows systems (user specific game data
-    is stored in "My Documents\RTCW")
-  * PNG support
-  * Many, many bug fixes
-
-The map editor and associated compiling tools are not included. We suggest you
-use a modern copy from http://icculus.org/gtkradiant/.
-
-The original id software readme that accompanied the RTCW source release has been
-renamed to id-readme.txt so as to prevent confusion. Please refer to the
-web-site for updated status.
-
-
---------------------------------------------- Compilation and installation -----
-
-For *nix
-  1. Change to the directory containing this readme.
-  2. Run 'make'.
-
-For Windows,
-  1. Please refer to the excellent instructions here: 
-     http://wiki.ioquake3.org/Building_ioquake3
-
-For Mac OS X, building a Universal Binary
-  1. Install MacOSX SDK packages from XCode.  For maximum compatibility,
-     install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk.
-  2. Change to the directory containing this README file.
-  3. Run './make-macosx-ub.sh'
-  4. Copy the resulting iowolfmp.app or iowolfsp.app in /build/release-darwin-ub to your
-     /Applications/iortcw folder.
-
-Installation, for *nix
-  1. Set the COPYDIR variable in the shell to be where you installed RTCW
-     to. By default it will be /usr/local/games/wolf if you haven't set it.
-     This is the path as used by the original Linux RTCW installer and subsequent
-     point releases.
-  2. Run 'make copyfiles'.
-
-It is also possible to cross compile for Windows under *nix and Cygwin using MinGW. Your
-distribution may have mingw32 packages available. On debian/Ubuntu, you need to
-install 'mingw-w64'. Thereafter cross compiling is simply a case running
-'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to
-x86_64.
-
-The following variables may be set, either on the command line or in
-Makefile.local:
-
-  CFLAGS             - use this for custom CFLAGS
-  V                  - set to show cc command line when building
-  DEFAULT_BASEDIR    - extra path to search for main and such
-  BUILD_SERVER       - build the 'iowolfmpded' server binary
-  BUILD_CLIENT       - build the 'iowolfmp' or 'iowolfsp' client binary
-  BUILD_BASEGAME     - build the 'main' binaries
-  BUILD_GAME_SO      - build the game shared libraries
-  BUILD_GAME_QVM     - build the game qvms
-  BUILD_STANDALONE   - build binaries suited for stand-alone games
-  SERVERBIN          - rename 'iowolfmpded' server binary
-  CLIENTBIN          - rename 'iowolfmp' or 'iowolfsp' client binary
-  BASEGAME           - rename 'main'
-  BASEGAME_CFLAGS    - custom CFLAGS for basegame
-  USE_OPENAL         - use OpenAL where available
-  USE_OPENAL_DLOPEN  - link with OpenAL at runtime
-  USE_CURL           - use libcurl for http/ftp download support
-  USE_CURL_DLOPEN    - link with libcurl at runtime
-  USE_CODEC_VORBIS   - enable Ogg Vorbis support
-  USE_CODEC_OPUS     - enable Ogg Opus support
-  USE_MUMBLE         - enable Mumble support
-  USE_VOIP           - enable built-in VoIP support
-  USE_INTERNAL_LIBS  - build internal libraries instead of dynamically
-                       linking against system libraries; this just sets
-		       the default for USE_INTERNAL_OPUS etc.
-		       and USE_LOCAL_HEADERS
-  USE_FREETYPE       - enable FreeType support for rendering fonts
-  USE_INTERNAL_ZLIB  - build and link against internal zlib
-  USE_INTERNAL_JPEG  - build and link against internal JPEG library
-  USE_INTERNAL_OGG   - build and link against internal ogg library
-  USE_INTERNAL_OPUS  - build and link against internal opus/opusfile libraries
-  USE_LOCAL_HEADERS  - use headers local to ioq3 instead of system ones
-  DEBUG_CFLAGS       - C compiler flags to use for building debug version
-  COPYDIR            - the target installation directory
-  TEMPDIR            - specify user defined directory for temp files
-
-The defaults for these variables differ depending on the target platform.
-
-
------------------------------------------------------------------- Console -----
-
-New cvars
-  cl_autoRecordDemo                 - record a new demo on each map change
-  cl_aviFrameRate                   - the framerate to use when capturing video
-  cl_aviMotionJpeg                  - use the mjpeg codec when capturing video
-  cl_guidServerUniq                 - makes cl_guid unique for each server
-  cl_cURLLib                        - filename of cURL library to load
-  cl_consoleKeys                    - space delimited list of key names or
-                                      characters that toggle the console
-  cl_mouseAccelStyle                - Set to 1 for QuakeLive mouse acceleration
-                                      behaviour, 0 for standard q3
-  cl_mouseAccelOffset               - Tuning the acceleration curve, see below
-
-  in_joystickUseAnalog              - Do not translate joystick axis events
-                                      to keyboard commands
-
-  j_forward                         - Joystick analogue to m_forward,
-                                      for forward movement speed/direction.
-  j_side                            - Joystick analogue to m_side,
-                                      for side movement speed/direction.
-  j_up                              - Joystick up movement speed/direction.
-  j_pitch                           - Joystick analogue to m_pitch,
-                                      for pitch rotation speed/direction.
-  j_yaw                             - Joystick analogue to m_yaw,
-                                      for yaw rotation speed/direction.
-  j_forward_axis                    - Selects which joystick axis
-                                      controls forward/back.
-  j_side_axis                       - Selects which joystick axis
-                                      controls left/right.
-  j_up_axis                         - Selects which joystick axis
-                                      controls up/down.
-  j_pitch_axis                      - Selects which joystick axis
-                                      controls pitch.
-  j_yaw_axis                        - Selects which joystick axis
-                                      controls yaw.
-
-  s_useOpenAL                       - use the OpenAL sound backend if available
-  s_alPrecache                      - cache OpenAL sounds before use
-  s_alGain                          - the value of AL_GAIN for each source
-  s_alSources                       - the total number of sources (memory) to
-                                      allocate
-  s_alDopplerFactor                 - the value passed to alDopplerFactor
-  s_alDopplerSpeed                  - the value passed to alDopplerVelocity
-  s_alMinDistance                   - the value of AL_REFERENCE_DISTANCE for
-                                      each source
-  s_alMaxDistance                   - the maximum distance before sounds start
-                                      to become inaudible.
-  s_alRolloff                       - the value of AL_ROLLOFF_FACTOR for each
-                                      source
-  s_alGraceDistance                 - after having passed MaxDistance, length
-                                      until sounds are completely inaudible
-  s_alDriver                        - which OpenAL library to use
-  s_alDevice                        - which OpenAL device to use
-  s_alAvailableDevices              - list of available OpenAL devices
-  s_alInputDevice                   - which OpenAL input device to use
-  s_alAvailableInputDevices         - list of available OpenAL input devices
-  s_sdlBits                         - SDL bit resolution
-  s_sdlSpeed                        - SDL sample rate
-  s_sdlChannels                     - SDL number of channels
-  s_sdlDevSamps                     - SDL DMA buffer size override
-  s_sdlMixSamps                     - SDL mix buffer size override
-  s_backend                         - read only, indicates the current sound
-                                      backend
-  s_muteWhenMinimized               - mute sound when minimized
-  s_muteWhenUnfocused               - mute sound when window is unfocused
-  sv_dlRate                         - bandwidth allotted to PK3 file downloads
-                                      via UDP, in kbyte/s
-
-  com_ansiColor                     - enable use of ANSI escape codes in the tty
-  com_altivec                       - enable use of altivec on PowerPC systems
-  com_standalone (read only)        - If set to 1, RTCW is running in
-                                      standalone mode
-  com_basegame                      - Use a different base than main. If no
-                                      original RTCW pak files
-                                      are found, this will enable running in
-                                      standalone mode
-  com_homepath                      - Specify name that is to be appended to the
-                                      home path
-  com_legacyprotocol                - Specify protocol version number for
-                                      legacy RTCW 1.4 protocol, see
-                                      "Network protocols" section below
-                                      (startup only)
-  com_maxfpsUnfocused               - Maximum frames per second when unfocused
-  com_maxfpsMinimized               - Maximum frames per second when minimized
-  com_busyWait                      - Will use a busy loop to wait for rendering
-                                      next frame when set to non-zero value
-  com_pipefile                      - Specify filename to create a named pipe 
-                                      through which other processes can control
-                                      the server while it is running. 
-                                      Nonfunctional on Windows.
-  com_gamename                      - Gamename sent to master server in
-                                      getservers[Ext] query and infoResponse
-                                      "gamename" infostring value. Also used
-                                      for filtering local network games.
-  com_protocol                      - Specify protocol version number for
-                                      current iortcw protocol, see
-                                      "Network protocols" section below
-                                      (startup only)
-
-  in_joystickNo                     - select which joystick to use
-  in_availableJoysticks             - list of available Joysticks
-  in_keyboardDebug                  - print keyboard debug info
-
-  sv_dlURL                          - the base of the HTTP or FTP site that
-                                      holds custom pk3 files for your server
-  sv_banFile                        - Name of the file that is used for storing
-                                      the server bans
-
-  net_ip6                           - IPv6 address to bind to
-  net_port6                         - port to bind to using the ipv6 address
-  net_enabled                       - enable networking, bitmask. Add up
-                                      number for option to enable it:
-                                      enable ipv4 networking:    1
-                                      enable ipv6 networking:    2
-                                      prioritise ipv6 over ipv4: 4
-                                      disable multicast support: 8
-  net_mcast6addr                    - multicast address to use for scanning for
-                                      ipv6 servers on the local network
-  net_mcastiface                    - outgoing interface to use for scan
-
-  r_allowResize                     - make window resizable (SDL only)
-  r_ext_texture_filter_anisotropic  - anisotropic texture filtering
-  r_zProj                           - distance of observer camera to projection
-                                      plane in quake3 standard units
-  r_greyscale                       - desaturate textures, useful for anaglyph,
-                                      supports values in the range of 0 to 1
-  r_stereoEnabled                   - enable stereo rendering for techniques
-                                      like shutter glasses (untested)
-  r_anaglyphMode                    - Enable rendering of anaglyph images
-                                      red-cyan glasses:    1
-                                      red-blue:            2
-                                      red-green:           3
-                                      green-magenta:       4
-                                      To swap the colors for left and right eye
-                                      just add 4 to the value for the wanted
-                                      color combination. For red-blue and
-                                      red-green you probably want to enable
-                                      r_greyscale
-  r_stereoSeparation                - Control eye separation. Resulting
-                                      separation is r_zProj divided by this
-                                      value in quake3 standard units.
-                                      See also
-                                      http://wiki.ioquake3.org/Stereo_Rendering
-                                      for more information
-  r_marksOnTriangleMeshes           - Support impact marks on md3 models, MOD
-                                      developers should increase the mark
-                                      triangle limits in cg_marks.c if they
-                                      intend to use this.
-  r_sdlDriver                       - read only, indicates the SDL driver
-                                      backend being used
-  r_noborder                        - Remove window decoration from window
-                                      managers, like borders and titlebar.
-  r_screenshotJpegQuality           - Controls quality of jpeg screenshots
-                                      captured using screenshotJPEG
-  r_aviMotionJpegQuality            - Controls quality of video capture when
-                                      cl_aviMotionJpeg is enabled
-  r_mode -2                         - This new video mode automatically uses the
-                                      desktop resolution.
-
-New commands
-  video [filename]        - start video capture (use with demo command)
-  stopvideo               - stop video capture
-  stopmusic               - stop background music
-  minimize                - Minimize the game and show desktop
-  togglemenu              - causes escape key event for opening/closing menu, or
-                            going to a previous menu. works in binds, even in UI
-
-  print                   - print out the contents of a cvar
-  unset                   - unset a user created cvar
-
-  banaddr <range>         - ban an ip address range from joining a game on this
-                            server, valid <range> is either playernum or CIDR
-                            notation address range.
-  exceptaddr <range>      - exempt an ip address range from a ban.
-  bandel <range>          - delete ban (either range or ban number)
-  exceptdel <range>       - delete exception (either range or exception number)
-  listbans                - list all currently active bans and exceptions
-  rehashbans              - reload the banlist from serverbans.dat
-  flushbans               - delete all bans
-
-  net_restart             - restart network subsystem to change latched settings
-  game_restart <fs_game>  - Switch to another mod
-
-  which <filename/path>   - print out the path on disk to a loaded item
-
-  execq <filename>        - quiet exec command, doesn't print "execing file.cfg"
-
-  kicknum <client number> - kick a client by number, same as clientkick command
-  kickall                 - kick all clients, similar to "kick all" (but kicks
-                            everyone even if someone is named "all")
-  kickbots                - kick all bots, similar to "kick allbots" (but kicks
-                            all bots even if someone is named "allbots")
-
-  tell <client num> <msg> - send message to a single client (new to server)
-
-
---------------------------------------------------------- README for Users -----
-
-Using shared libraries instead of qvm
-  To force RTCW-MP to use qvms run it with the following
-  parameters: +set sv_pure 0 +set vm_cgame 2 +set vm_game 2 +set vm_ui 2
-
-Using Demo Data Files
-  Copy demomain/pak0.pk3 from the demo installer to your main directory. The
-  qvm files in this pak0.pk3 will not work, so you have to use the native
-  shared libraries or qvms from this project. To use the new qvms, they must be
-  put into a pk3 file. A pk3 file is just a zip file, so any compression tool
-  that can create such files will work. The shared libraries should already be
-  in the correct place. Use the instructions above to use them.
-
-  Please bear in mind that you will not be able to play online using the demo
-  data, nor is it something that we like to spend much time maintaining or
-  supporting.
-
-Help! Iortcw won't give me an fps of X anymore when setting com_maxfps!
-  Iortcw now uses the select() system call to wait for the rendering of the
-  next frame when com_maxfps was hit. This will improve your CPU load
-  considerably in these cases. However, not all systems may support a
-  granularity for its timing functions that is required to perform this waiting
-  correctly. For instance, iortcw tells select() to wait 2 milliseconds, but
-  really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
-  In this case you can always revert back to the old behaviour by setting the
-  cvar com_busyWait to 1.
-
-Using HTTP/FTP Download Support (Server)
-  You can enable redirected downloads on your server even if it's not
-  an iortcw server.  You simply need to use the 'sets' command to put
-  the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
-  is set to 1
-
-  sv_dlURL is the base of the URL that contains your custom .pk3 files
-  the client will append both fs_game and the filename to the end of
-  this value.  For example, if you have sv_dlURL set to
-  "http://yoursite.org", fs_game is "main", and the client is
-  missing "test.pk3", it will attempt to download from the URL
-  "http://yoursite.org/main/test.pk3"
-
-  sv_allowDownload's value is now a bitmask made up of the following
-  flags:
-    1 - ENABLE
-    4 - do not use UDP downloads
-    8 - do not ask the client to disconnect when using HTTP/FTP
-
-  Server operators who are concerned about potential "leeching" from their
-  HTTP servers from other iortcw servers can make use of the HTTP_REFERER
-  that iortcw sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}".  For,
-  example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
-
-  On a sidenote, downloading via UDP has been improved and yields higher data
-  rates now. You can configure the maximum bandwidth for UDP downloads via the
-  cvar sv_dlRate. Due to system-specific limits the download rate is capped
-  at about 1 Mbyte/s per client, so curl downloading may still be faster.
-
-Using HTTP/FTP Download Support (Client)
-  Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
-  assuming iortcw was compiled with USE_CURL=1 (the default).
-  like sv_allowDownload, cl_allowDownload also uses a bitmask value
-  supporting the following flags:
-    1 - ENABLE
-    2 - do not use HTTP/FTP downloads
-    4 - do not use UDP downloads
-
-  When iortcw is built with USE_CURL_DLOPEN=1 (default on some platforms),
-  it will use the value of the cvar cl_cURLLib as the filename of the cURL
-  library to dynamically load.
-
-Multiuser Support on Windows systems
-  On Windows, all user specific files such as autogenerated configuration,
-  demos, videos, screenshots, and autodownloaded pk3s are now saved in a
-  directory specific to the user who is running iortcw.
-
-  On NT-based such as Windows XP, this is usually a directory named:
-    "C:\Documents and Settings\%USERNAME%\My Docuemtns\RTCW"
-
-  Windows 95, Windows 98, and Windows ME will use a directory like:
-    "C:\Windows\My Documents\RTCW"
-  in single-user mode, or:
-    "C:\Windows\Profiles\%USERNAME%\My Documents\RTCW"
-  if multiple logins have been enabled.
-
-  In order to access this directory more easily, the installer may create a
-  Shortcut which has its target set to:
-    "%Userprofile%\My Documents"
-  This Shortcut would work for all users on the system regardless of the
-  locale settings.  Unfortunately, this environment variable is only
-  present on Windows NT based systems.
-
-  You can revert to the old single-user behaviour by setting the fs_homepath
-  cvar to the directory where iortcw is installed.  For example:
-    iowolfmp.exe +set fs_homepath "c:\iortcw"
-or
-    iowolfsp.exe +set fs_homepath "c:\iortcw"
-  Note that this cvar MUST be set as a command line parameter.
-
-SDL Keyboard Differences
-  iortcw clients have different keyboard behaviour compared to the original
-  RTTCW clients.
-
-    * SDL > 1.2.9 does not support disabling dead key recognition. In order to
-      send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
-      sometimes the same character again) after the character to send it on
-      many international keyboard layouts.
-
-    * The SDL client supports many more keys than the original RTCW client.
-      For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
-      For non-US keyboards, all of the so called "World" keys are now supported
-      as well as F13, F14, F15, and the country-specific mode/meta keys.
-
-  On many international layouts the default console toggle keys are also dead
-  keys, meaning that dropping the console potentially results in
-  unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
-  dead key support is broken by design and RTCW doesn't support non-ASCII text
-  entry, so the chances are you won't get the correct character anyway.
-
-  If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
-  is a space delimited list of key names that will toggle the console. The key
-  names are the usual RTCW names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
-  "WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
-  number. Some example values for cl_consoleKeys:
-
-    "~ ` 0x7e 0x60"           Toggle on ~ or ` (the default)
-    "WINDOWS"                 Toggle on the Windows key
-    "c"                       Toggle on the c key
-    "0x43"                    Toggle on the C character (Shift-c)
-    "PAUSE F1 PGUP"           Toggle on the Pause, F1 or Page Up keys
-
-  Note that when you elect a set of console keys or characters, they cannot
-  then be used for binding, nor will they generate characters when entering
-  text. Also, in addition to the nominated console keys, Shift-ESC is hard
-  coded to always toggle the console.
-
-  QuakeLive mouse acceleration (patch and this text written by TTimo from id)
-  I've been using an experimental mouse acceleration code for a while, and
-  decided to make it available to everyone. Don't be too worried if you don't
-  understand the explanations below, this is mostly intended for advanced
-  players:
-  To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
-
-  New style is controlled with 3 cvars:
-
-  sensitivity
-  cl_mouseAccel
-  cl_mouseAccelOffset
-
-  The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
-  you have a base sensitivity setup, as soon as you set a non zero acceleration
-  your base sensitivity at low speeds will change as well. The other problem
-  with style 0 is that you are stuck on a square (power of two) acceleration
-  curve.
-
-  The new code tries to solve both problems:
-
-  Once you setup your sensitivity to feel comfortable and accurate enough for
-  low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
-  increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
-  amplification you want for high deltas with little effect on low mouse deltas.
-
-  cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
-  as style 0. The higher the value, the faster the amplification grows with the
-  mouse delta.
-
-  cl_mouseAccelOffset sets how much base mouse delta will be doubled by
-  acceleration. The closer to zero you bring it, the more acceleration will
-  happen at low speeds. This is also very useful if you are changing to a new
-  mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
-  cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
-  gain in precision when you do that, but that is not related to mouse
-  acceleration).
-
-  Mouse acceleration is tricky to configure, and when you do you'll have to
-  re-learn your aiming. But you will find that it's very much forth it in the
-  long run.
-
-  If you try the new acceleration code and start using it, I'd be very
-  interested by your feedback.
-
-
----------------------------------------------------- README for Developers -----
-
-64bit mods
-  If you wish to compile external mods as shared libraries on a 64bit platform,
-  and the mod source is derived from the id RTCW SDK, you will need to modify the
-  interface code a little. Open the files ending in _syscalls.c and change
-  every instance of int to intptr_t in the declaration of the syscall function
-  pointer and the dllEntry function. Also find the vmMain function for each
-  module (usually in cg_main.c g_main.c etc.) and similarly replace the return
-  value in the prototype with intptr_t (arg0, arg1, ...stay int).
-
-  Add the following code snippet to q_shared.h:
-
-    #ifdef Q3_VM
-    typedef int intptr_t;
-    #else
-    #include <stdint.h>
-    #endif
-
-Creating mods compatible with RTCW 1.41
-  If you're using this package to create mods for the last official release of
-  RTCW, it is necessary to pass the commandline option '-vq3' to your invocation
-  of q3asm. This is because by default q3asm outputs an updated qvm format that
-  is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
-  compiler.
-
-Creating standalone games
-  Have you finished the daunting task of removing all dependencies on the RTCW 
-  game data? You probably now want to give your users the opportunity to play
-  the game without owning a copy of RTCW, which consequently means removing cd-key
-  and authentication server checks. In addition to being a straightforward RTCW
-  client, iortcw also purports to be a reliable and stable code base on which
-  to base your game project.
-
-  However, before you start compiling your own version of iortcw, you have to
-  ask yourself: Have we changed or will we need to change anything of importance
-  in the engine?
-
-  If your answer to this question is "no", it probably makes no sense to build
-  your own binaries. Instead, you can just use the pre-built binaries on the
-  website. Just make sure the game is called with:
-
-    +set com_basegame <yournewbase>
-    
-  in any links/scripts you install for your users to start the game. The
-  binary must not detect any original RTCW game pak files. If this
-  condition is met, the game will set com_standalone to 1 and is then running
-  in stand alone mode.
-  
-  If you want the engine to use a different directory in your homepath than
-  e.g. "My Documents\RTCW" on Windows or ".wolf" on Linux, then set a new name at startup
-  by adding
-  
-    +set com_homepath <homedirname>
-  
-  to the command line. You can also control which game name to use when talking
-  to the master server:
-  
-    +set com_gamename <gamename>
-  
-  So clients requesting a server list will only receive servers that have a
-  matching game name.
-  
-  Example line:
-  
-    +set com_basegame basefoo +set com_homepath .foo
-    +set com_gamename foo
-
-
-  If you really changed parts that would make vanilla iortcw incompatible with
-  your mod, we have included another way to conveniently build a stand-alone
-  binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
-  the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
-  information appropriate for your project.
-
-  While a lot of work has been put into iortcw that you can benefit from free
-  of charge, it does not mean that you have no obligations to fulfill. Please be
-  aware that as soon as you start distributing your game with an engine based on
-  our sources we expect you to fully comply with the requirements as stated in
-  the GPL. That includes making sources and modifications you made to the
-  iortcw engine as well as the game-code used to compile the .qvm files for
-  the game logic freely available to everyone. Furthermore, note that the "RTCW
-  Game Source License" prohibits distribution of mods that are intended to
-  operate on a version of RTCW not sanctioned by id software:
-
-    "with this Agreement, ID grants to you the non-exclusive and limited right
-    to distribute copies of the Software ... for operation only with the full
-    version of the software game QUAKE III ARENA"
-
-  This means that if you're creating a standalone game, you cannot use said
-  license on any portion of the product. As the only other license this code has
-  been released under is the GPL, this is the only option.
-
-  This does NOT mean that you cannot market this game commercially. The GPL does
-  not prohibit commercial exploitation and all assets (e.g. textures, sounds,
-  maps) created by yourself are your property and can be sold like every other
-  game you find in stores.
-
-Network protocols
-  There are now two cvars that give you some degree of freedom over the reported
-  protocol versions between clients and servers: "com_protocol" and
-  "com_legacyprotocol".
-  The reason for this is that some standalone games increased the protocol
-  number even though nothing really changed in their protocol and the iortcw
-  engine is still fully compatible.
-
-  In order to harden the network protocol against UDP spoofing attacks a new
-  network protocol was introduced that defends against such attacks.
-  Unfortunately, this protocol will be incompatible to the original RTCW 1.4
-  which is the latest official release from id.
-  Luckily, iortcw has backwards compatibility, on the client as well as on the
-  server. This means iortcw players can play on old servers just as iortcw
-  servers are able to service old clients.
-
-  The cvar "com_protocol" denotes the protocol version for the new hardened
-  protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
-  for the legacy protocol.
-  If the value for "com_protocol" and "com_legacyprotocol" is identical, then
-  the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
-  support for the legacy protocol is disabled.
-  
-  Mods that use a standalone engine obviously do not require dual protocol
-  support, and it is turned off if the engine is compiled with STANDALONE per
-  default. If you desire backwards compatibility to older versions of your
-  game you can still enable it in q_shared.h by defining
-  LEGACY_PROTOCOL.
-
-cl_guid Support
-  cl_guid is a cvar which is part of the client's USERINFO string.  Its value
-  is a 32 character string made up of [a-f] and [0-9] characters.  This
-  value is pseudo-unique for every player.  Id's RTCW client also
-  sets cl_guid, but only if Punkbuster is enabled on the client.
-
-  If cl_guidServerUniq is non-zero (the default), then this value is also
-  pseudo-unique for each server a client connects to (based on IP:PORT of
-  the server).
-
-  The purpose of cl_guid is to add an identifier for each player on
-  a server.  This value can be reset by the client at any time so it's not
-  useful for blocking access.  However, it can have at least two uses in
-  your mod's game code:
-    1) improve logging to allow statistical tools to index players by more
-       than just name
-    2) granting some weak admin rights to players without requiring passwords
-
-PNG support
-  iortcw supports the use of PNG (Portable Network Graphic) images as
-  textures. It should be noted that the use of such images in a map will
-  result in missing placeholder textures where the map is used with the id
-  RTCW client or earlier versions of iortcw.
-
-  Recent versions of GtkRadiant and q3map2 support PNG images without
-  modification. However GtkRadiant is not aware that PNG textures are supported
-  by iortcw. To change this behaviour open the file 'q3.game' in the 'games'
-  directory of the GtkRadiant base directory with an editor and change the
-  line:
-
-    texturetypes="tga jpg"
-
-  to
-
-    texturetypes="tga jpg png"
-
-  Restart GtkRadiant and PNG textures are now available.
-
-Building with MinGW for pre Windows XP
-  IPv6 support requires a header named "wspiapi.h" to abstract away from
-  differences in earlier versions of Windows' IPv6 stack. There is no MinGW
-  equivalent of this header and the Microsoft version is obviously not
-  redistributable, so in its absence we're forced to require Windows XP.
-  However if this header is acquired separately and placed in the qcommon/
-  directory, this restriction is lifted.
-
-
-------------------------------------------------------------- Contributing -----
-
-Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
-mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and 
-submit your patch there.  The best case scenario is that you submit your patch 
-to bugzilla, and then post the URL to the mailing list.
-
-The focus for ioq3 is to develop a stable base suitable for further development
-and provide players with the same RTCW experience they've had for years. As
-such ioq3 does not have any significant graphical enhancements and none are
-planned at this time. However, improved graphics and sound patches will be
-accepted as long as they are entirely optional, do not require new media and
-are off by default.
-
-
---------------------------------------------- Building Official Installers -----
-
-We need help getting automated installers on all the platforms that iortcw
-supports. We don't necessarily care about all the installers being identical,
-but we have some general guidelines:
-
-  * Please include the id patch pk3s in your installer, which are available
-    from http://ioquake3.org/patch-data/ subject to agreement to the id
-    EULA. Your installer shall also ask the user to agree to this EULA (which
-    is in the /web/include directory for your convenience) and subsequently
-    refuse to continue the installation of the patch pk3s and pak0.pk3 if they
-    do not.
-
-  * Please don't require pak0.pk3, since not everyone using the engine
-    plans on playing RTCW on it. It's fine to (optionally) assist the
-    user in copying the file or tell them how.
-
-  * It is fine to just install the binaries without requiring id EULA agreement,
-    providing pak0.pk3 and the patch pk3s are not referred to or included in the
-    installer.
-
-  * Please include at least an SDL so/dylib/dll on every platform.
-
-  * Please include an OpenAL so/dylib/dll, since every platform should be using
-    it by now.
-
-  * Please contact the mailing list when you've made your installer.
-
-  * Please be prepared to alter your installer on the whim of the maintainers.
-
-  * Your installer will be mirrored to an "official" directory, thus making it
-    a done deal.
-
------------------------------------------------------------------- Credits -----
-
-Maintainers
-  James Canete <use.less01 at gmail.com>
-  Ludwig Nussel <ludwig.nussel at suse.de>
-  Thilo Schulz <arny at ats.s.bawue.de>
-  Tim Angus <tim at ngus.net>
-  Tony J. White <tjw at tjw.org>
-  Zachary J. Slater <zachary at ioquake.org>
-  Zack Middleton <zturtleman at gmail.com>
-
-Significant contributions from
-  Ryan C. Gordon <icculus at icculus.org>
-  Andreas Kohn <andreas at syndrom23.de>
-  Joerg Dietrich <Dietrich_Joerg at t-online.de>
-  Stuart Dalton <badcdev at gmail.com>
-  Vincent S. Cojot <vincent at cojot dot name>
-  optical <alex at rigbo.se>
-  Aaron Gyes <floam at aaron.gy>
diff --git a/MP/code/client/cl_console.c b/MP/code/client/cl_console.c
index dad42d9..81853dc 100644
--- a/MP/code/client/cl_console.c
+++ b/MP/code/client/cl_console.c
@@ -67,6 +67,7 @@ console_t con;
 
 cvar_t      *con_debug;
 cvar_t      *con_conspeed;
+cvar_t      *con_autoclear;
 cvar_t      *con_notifytime;
 
 // DHM - Nerve :: Must hold CTRL + SHIFT + ~ to get console
@@ -91,7 +92,9 @@ void Con_ToggleConsole_f( void ) {
 		return;
 	}
 
-	Field_Clear( &g_consoleField );
+	if ( con_autoclear->integer ) {
+		Field_Clear( &g_consoleField );
+	}
 	g_consoleField.widthInChars = g_console_field_width;
 
 	Con_ClearNotify();
@@ -391,6 +394,7 @@ void Con_Init( void ) {
 
 	con_notifytime = Cvar_Get( "con_notifytime", "7", 0 ); // JPW NERVE increased per id req for obits
 	con_conspeed = Cvar_Get( "scr_conspeed", "3", 0 );
+	con_autoclear = Cvar_Get( "con_autoclear", "1", CVAR_ARCHIVE );
 	con_debug = Cvar_Get( "con_debug", "0", CVAR_ARCHIVE ); //----(SA)	added
 	con_restricted = Cvar_Get( "con_restricted", "0", CVAR_INIT );      // DHM - Nerve
 
diff --git a/MP/code/client/cl_keys.c b/MP/code/client/cl_keys.c
index 3a8a761..19e2dac 100644
--- a/MP/code/client/cl_keys.c
+++ b/MP/code/client/cl_keys.c
@@ -1571,7 +1571,7 @@ void Console_Key( int key ) {
 	// enter finishes the line
 	if ( key == K_ENTER || key == K_KP_ENTER ) {
 		// if not in the game explicitly prepend a slash if needed
-		if ( clc.state != CA_ACTIVE &&
+		if ( clc.state != CA_ACTIVE && con_autochat->integer &&
 				g_consoleField.buffer[0] &&
 				g_consoleField.buffer[0] != '\\' &&
 				g_consoleField.buffer[0] != '/' ) {
@@ -1593,7 +1593,9 @@ void Console_Key( int key ) {
 			if ( !g_consoleField.buffer[0] ) {
 				return; // empty lines just scroll the console without adding to history
 			} else {
-				Cbuf_AddText( "cmd say " );
+				if ( con_autochat->integer ) {
+					Cbuf_AddText ( "cmd say " );
+				}
 				Cbuf_AddText( g_consoleField.buffer );
 				Cbuf_AddText( "\n" );
 			}
diff --git a/MP/code/qcommon/common.c b/MP/code/qcommon/common.c
index 10404ad..bfae876 100644
--- a/MP/code/qcommon/common.c
+++ b/MP/code/qcommon/common.c
@@ -111,6 +111,9 @@ cvar_t	*com_legacyprotocol;
 cvar_t	*com_basegame;
 cvar_t  *com_homepath;
 cvar_t	*com_busyWait;
+#ifndef DEDICATED
+cvar_t  *con_autochat;
+#endif
 
 #if idx64
 	int (*Q_VMftol)(void);
@@ -2861,6 +2864,10 @@ void Com_Init( char *commandLine ) {
 #endif
 		Cvar_Get("protocol", com_protocol->string, CVAR_ROM);
 
+#ifndef DEDICATED
+	con_autochat = Cvar_Get("con_autochat", "1", CVAR_ARCHIVE);
+#endif
+
 	com_hunkused = Cvar_Get( "com_hunkused", "0", 0 );
 
 	Sys_Init();
@@ -3562,8 +3569,8 @@ void Field_CompleteCommand( char *cmd,
 		completionString = Cmd_Argv( completionArgument - 1 );
 
 #ifndef DEDICATED
-	// Unconditionally add a '\' to the start of the buffer
-	if( completionField->buffer[ 0 ] &&
+	// add a '\' to the start of the buffer if it might be sent as chat otherwise
+	if( con_autochat->integer && completionField->buffer[ 0 ] &&
 			completionField->buffer[ 0 ] != '\\' )
 	{
 		if( completionField->buffer[ 0 ] != '/' )
diff --git a/MP/code/qcommon/qcommon.h b/MP/code/qcommon/qcommon.h
index 699ed5f..14a9fbf 100644
--- a/MP/code/qcommon/qcommon.h
+++ b/MP/code/qcommon/qcommon.h
@@ -990,6 +990,9 @@ extern	cvar_t	*com_protocol;
 #ifdef LEGACY_PROTOCOL
 extern	cvar_t	*com_legacyprotocol;
 #endif
+#ifndef DEDICATED
+extern  cvar_t  *con_autochat;
+#endif
 
 // com_speeds times
 extern int time_game;
diff --git a/MP/code/sys/con_tty.c b/MP/code/sys/con_tty.c
index 9a6ee95..2c2b595 100644
--- a/MP/code/sys/con_tty.c
+++ b/MP/code/sys/con_tty.c
@@ -378,7 +378,7 @@ char *CON_Input( void )
 				{
 #ifndef DEDICATED
 					// if not in the game explicitly prepend a slash if needed
-					if (clc.state != CA_ACTIVE && TTY_con.cursor &&
+					if (clc.state != CA_ACTIVE && con_autochat->integer && TTY_con.cursor &&
 						TTY_con.buffer[0] != '/' && TTY_con.buffer[0] != '\\')
 					{
 						memmove(TTY_con.buffer + 1, TTY_con.buffer, sizeof(TTY_con.buffer) - 1);
@@ -389,7 +389,11 @@ char *CON_Input( void )
 					if (TTY_con.buffer[0] == '/' || TTY_con.buffer[0] == '\\') {
 						Q_strncpyz(text, TTY_con.buffer + 1, sizeof(text));
 					} else if (TTY_con.cursor) {
-						Com_sprintf(text, sizeof(text), "cmd say %s", TTY_con.buffer);
+						if (con_autochat->integer) {
+							Com_sprintf(text, sizeof(text), "cmd say %s", TTY_con.buffer);
+						} else {
+							Q_strncpyz(text, TTY_con.buffer, sizeof(text));
+						}
 					} else {
 						text[0] = '\0';
 					}
diff --git a/README.md b/README.md
index 5a31d54..d0ea3d8 100644
--- a/README.md
+++ b/README.md
@@ -115,6 +115,9 @@ The defaults for these variables differ depending on the target platform.
 * cl_mouseAccelStyle ( 0 )- Set to 1 for QuakeLive mouse acceleration behaviour, 0 for standard
 * cl_mouseAccelOffset ( 5 ) - Tuning the acceleration curve, see below
 
+* con_autochat ( 1 ) - Set to 0 to disable sending console input text as chat when there is not a slash at the beginning
+* con_autoclear ( 1 ) - Set to 0 to disable clearing console input text when console is closed
+
 * in_availableJoysticks - list of available Joysticks
 * in_keyboardDebug - print keyboard debug info
  
diff --git a/SP/README b/SP/README
deleted file mode 100644
index c5423e1..0000000
--- a/SP/README
+++ /dev/null
@@ -1,732 +0,0 @@
-			 _            _                
-			(_)          | |               
-			 _  ___  _ __| |_ _____      __
-			| |/ _ \| '__| __/ __\ \ /\ / /
-			| | (_) | |  | || (__ \ V  V / 
-			|_|\___/|_|   \__\___| \_/\_/  
-                               
-                               
-
-The intent of this project is to provide a baseline RTCW which may be used
-for further development and fun. 
-Some of the major features currently implemented are:
-
-  * SDL backend
-  * OpenAL sound API support (multiple speaker support and better sound
-    quality)
-  * Full x86_64 support
-  * VoIP support, both in-game and external support through Mumble.
-  * MinGW compilation support on Windows and cross compilation support on Linux
-  * AVI video capture of demos
-  * Much improved console autocompletion
-  * Persistent console history
-  * Colorized terminal output
-  * Optional Ogg Vorbis support
-  * Much improved QVM tools
-  * Support for various esoteric operating systems
-  * cl_guid support
-  * HTTP/FTP download redirection (using cURL)
-  * Multiuser support on Windows systems (user specific game data
-    is stored in "My Documents\RTCW")
-  * PNG support
-  * Many, many bug fixes
-
-The map editor and associated compiling tools are not included. We suggest you
-use a modern copy from http://icculus.org/gtkradiant/.
-
-The original id software readme that accompanied the RTCW source release has been
-renamed to id-readme.txt so as to prevent confusion. Please refer to the
-web-site for updated status.
-
-
---------------------------------------------- Compilation and installation -----
-
-For *nix
-  1. Change to the directory containing this readme.
-  2. Run 'make'.
-
-For Windows,
-  1. Please refer to the excellent instructions here: 
-     http://wiki.ioquake3.org/Building_ioquake3
-
-For Mac OS X, building a Universal Binary
-  1. Install MacOSX SDK packages from XCode.  For maximum compatibility,
-     install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk.
-  2. Change to the directory containing this README file.
-  3. Run './make-macosx-ub.sh'
-  4. Copy the resulting iowolfmp.app or iowolfsp.app in /build/release-darwin-ub to your
-     /Applications/iortcw folder.
-
-Installation, for *nix
-  1. Set the COPYDIR variable in the shell to be where you installed RTCW
-     to. By default it will be /usr/local/games/wolf if you haven't set it.
-     This is the path as used by the original Linux RTCW installer and subsequent
-     point releases.
-  2. Run 'make copyfiles'.
-
-It is also possible to cross compile for Windows under *nix and Cygwin using MinGW. Your
-distribution may have mingw32 packages available. On debian/Ubuntu, you need to
-install 'mingw-w64'. Thereafter cross compiling is simply a case running
-'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to
-x86_64.
-
-The following variables may be set, either on the command line or in
-Makefile.local:
-
-  CFLAGS             - use this for custom CFLAGS
-  V                  - set to show cc command line when building
-  DEFAULT_BASEDIR    - extra path to search for main and such
-  BUILD_SERVER       - build the 'iowolfmpded' server binary
-  BUILD_CLIENT       - build the 'iowolfmp' or 'iowolfsp' client binary
-  BUILD_BASEGAME     - build the 'main' binaries
-  BUILD_GAME_SO      - build the game shared libraries
-  BUILD_GAME_QVM     - build the game qvms
-  BUILD_STANDALONE   - build binaries suited for stand-alone games
-  SERVERBIN          - rename 'iowolfmpded' server binary
-  CLIENTBIN          - rename 'iowolfmp' or 'iowolfsp' client binary
-  BASEGAME           - rename 'main'
-  BASEGAME_CFLAGS    - custom CFLAGS for basegame
-  USE_OPENAL         - use OpenAL where available
-  USE_OPENAL_DLOPEN  - link with OpenAL at runtime
-  USE_CURL           - use libcurl for http/ftp download support
-  USE_CURL_DLOPEN    - link with libcurl at runtime
-  USE_CODEC_VORBIS   - enable Ogg Vorbis support
-  USE_CODEC_OPUS     - enable Ogg Opus support
-  USE_MUMBLE         - enable Mumble support
-  USE_VOIP           - enable built-in VoIP support
-  USE_INTERNAL_LIBS  - build internal libraries instead of dynamically
-                       linking against system libraries; this just sets
-		       the default for USE_INTERNAL_OPUS etc.
-		       and USE_LOCAL_HEADERS
-  USE_FREETYPE       - enable FreeType support for rendering fonts
-  USE_INTERNAL_ZLIB  - build and link against internal zlib
-  USE_INTERNAL_JPEG  - build and link against internal JPEG library
-  USE_INTERNAL_OGG   - build and link against internal ogg library
-  USE_INTERNAL_OPUS  - build and link against internal opus/opusfile libraries
-  USE_LOCAL_HEADERS  - use headers local to ioq3 instead of system ones
-  DEBUG_CFLAGS       - C compiler flags to use for building debug version
-  COPYDIR            - the target installation directory
-  TEMPDIR            - specify user defined directory for temp files
-
-The defaults for these variables differ depending on the target platform.
-
-
------------------------------------------------------------------- Console -----
-
-New cvars
-  cl_autoRecordDemo                 - record a new demo on each map change
-  cl_aviFrameRate                   - the framerate to use when capturing video
-  cl_aviMotionJpeg                  - use the mjpeg codec when capturing video
-  cl_guidServerUniq                 - makes cl_guid unique for each server
-  cl_cURLLib                        - filename of cURL library to load
-  cl_consoleKeys                    - space delimited list of key names or
-                                      characters that toggle the console
-  cl_mouseAccelStyle                - Set to 1 for QuakeLive mouse acceleration
-                                      behaviour, 0 for standard q3
-  cl_mouseAccelOffset               - Tuning the acceleration curve, see below
-
-  in_joystickUseAnalog              - Do not translate joystick axis events
-                                      to keyboard commands
-
-  j_forward                         - Joystick analogue to m_forward,
-                                      for forward movement speed/direction.
-  j_side                            - Joystick analogue to m_side,
-                                      for side movement speed/direction.
-  j_up                              - Joystick up movement speed/direction.
-  j_pitch                           - Joystick analogue to m_pitch,
-                                      for pitch rotation speed/direction.
-  j_yaw                             - Joystick analogue to m_yaw,
-                                      for yaw rotation speed/direction.
-  j_forward_axis                    - Selects which joystick axis
-                                      controls forward/back.
-  j_side_axis                       - Selects which joystick axis
-                                      controls left/right.
-  j_up_axis                         - Selects which joystick axis
-                                      controls up/down.
-  j_pitch_axis                      - Selects which joystick axis
-                                      controls pitch.
-  j_yaw_axis                        - Selects which joystick axis
-                                      controls yaw.
-
-  s_useOpenAL                       - use the OpenAL sound backend if available
-  s_alPrecache                      - cache OpenAL sounds before use
-  s_alGain                          - the value of AL_GAIN for each source
-  s_alSources                       - the total number of sources (memory) to
-                                      allocate
-  s_alDopplerFactor                 - the value passed to alDopplerFactor
-  s_alDopplerSpeed                  - the value passed to alDopplerVelocity
-  s_alMinDistance                   - the value of AL_REFERENCE_DISTANCE for
-                                      each source
-  s_alMaxDistance                   - the maximum distance before sounds start
-                                      to become inaudible.
-  s_alRolloff                       - the value of AL_ROLLOFF_FACTOR for each
-                                      source
-  s_alGraceDistance                 - after having passed MaxDistance, length
-                                      until sounds are completely inaudible
-  s_alDriver                        - which OpenAL library to use
-  s_alDevice                        - which OpenAL device to use
-  s_alAvailableDevices              - list of available OpenAL devices
-  s_alInputDevice                   - which OpenAL input device to use
-  s_alAvailableInputDevices         - list of available OpenAL input devices
-  s_sdlBits                         - SDL bit resolution
-  s_sdlSpeed                        - SDL sample rate
-  s_sdlChannels                     - SDL number of channels
-  s_sdlDevSamps                     - SDL DMA buffer size override
-  s_sdlMixSamps                     - SDL mix buffer size override
-  s_backend                         - read only, indicates the current sound
-                                      backend
-  s_muteWhenMinimized               - mute sound when minimized
-  s_muteWhenUnfocused               - mute sound when window is unfocused
-  sv_dlRate                         - bandwidth allotted to PK3 file downloads
-                                      via UDP, in kbyte/s
-
-  com_ansiColor                     - enable use of ANSI escape codes in the tty
-  com_altivec                       - enable use of altivec on PowerPC systems
-  com_standalone (read only)        - If set to 1, RTCW is running in
-                                      standalone mode
-  com_basegame                      - Use a different base than main. If no
-                                      original RTCW pak files
-                                      are found, this will enable running in
-                                      standalone mode
-  com_homepath                      - Specify name that is to be appended to the
-                                      home path
-  com_legacyprotocol                - Specify protocol version number for
-                                      legacy RTCW 1.4 protocol, see
-                                      "Network protocols" section below
-                                      (startup only)
-  com_maxfpsUnfocused               - Maximum frames per second when unfocused
-  com_maxfpsMinimized               - Maximum frames per second when minimized
-  com_busyWait                      - Will use a busy loop to wait for rendering
-                                      next frame when set to non-zero value
-  com_pipefile                      - Specify filename to create a named pipe 
-                                      through which other processes can control
-                                      the server while it is running. 
-                                      Nonfunctional on Windows.
-  com_gamename                      - Gamename sent to master server in
-                                      getservers[Ext] query and infoResponse
-                                      "gamename" infostring value. Also used
-                                      for filtering local network games.
-  com_protocol                      - Specify protocol version number for
-                                      current iortcw protocol, see
-                                      "Network protocols" section below
-                                      (startup only)
-
-  in_joystickNo                     - select which joystick to use
-  in_availableJoysticks             - list of available Joysticks
-  in_keyboardDebug                  - print keyboard debug info
-
-  sv_dlURL                          - the base of the HTTP or FTP site that
-                                      holds custom pk3 files for your server
-  sv_banFile                        - Name of the file that is used for storing
-                                      the server bans
-
-  net_ip6                           - IPv6 address to bind to
-  net_port6                         - port to bind to using the ipv6 address
-  net_enabled                       - enable networking, bitmask. Add up
-                                      number for option to enable it:
-                                      enable ipv4 networking:    1
-                                      enable ipv6 networking:    2
-                                      prioritise ipv6 over ipv4: 4
-                                      disable multicast support: 8
-  net_mcast6addr                    - multicast address to use for scanning for
-                                      ipv6 servers on the local network
-  net_mcastiface                    - outgoing interface to use for scan
-
-  r_allowResize                     - make window resizable (SDL only)
-  r_ext_texture_filter_anisotropic  - anisotropic texture filtering
-  r_zProj                           - distance of observer camera to projection
-                                      plane in quake3 standard units
-  r_greyscale                       - desaturate textures, useful for anaglyph,
-                                      supports values in the range of 0 to 1
-  r_stereoEnabled                   - enable stereo rendering for techniques
-                                      like shutter glasses (untested)
-  r_anaglyphMode                    - Enable rendering of anaglyph images
-                                      red-cyan glasses:    1
-                                      red-blue:            2
-                                      red-green:           3
-                                      green-magenta:       4
-                                      To swap the colors for left and right eye
-                                      just add 4 to the value for the wanted
-                                      color combination. For red-blue and
-                                      red-green you probably want to enable
-                                      r_greyscale
-  r_stereoSeparation                - Control eye separation. Resulting
-                                      separation is r_zProj divided by this
-                                      value in quake3 standard units.
-                                      See also
-                                      http://wiki.ioquake3.org/Stereo_Rendering
-                                      for more information
-  r_marksOnTriangleMeshes           - Support impact marks on md3 models, MOD
-                                      developers should increase the mark
-                                      triangle limits in cg_marks.c if they
-                                      intend to use this.
-  r_sdlDriver                       - read only, indicates the SDL driver
-                                      backend being used
-  r_noborder                        - Remove window decoration from window
-                                      managers, like borders and titlebar.
-  r_screenshotJpegQuality           - Controls quality of jpeg screenshots
-                                      captured using screenshotJPEG
-  r_aviMotionJpegQuality            - Controls quality of video capture when
-                                      cl_aviMotionJpeg is enabled
-  r_mode -2                         - This new video mode automatically uses the
-                                      desktop resolution.
-
-New commands
-  video [filename]        - start video capture (use with demo command)
-  stopvideo               - stop video capture
-  stopmusic               - stop background music
-  minimize                - Minimize the game and show desktop
-  togglemenu              - causes escape key event for opening/closing menu, or
-                            going to a previous menu. works in binds, even in UI
-
-  print                   - print out the contents of a cvar
-  unset                   - unset a user created cvar
-
-  banaddr <range>         - ban an ip address range from joining a game on this
-                            server, valid <range> is either playernum or CIDR
-                            notation address range.
-  exceptaddr <range>      - exempt an ip address range from a ban.
-  bandel <range>          - delete ban (either range or ban number)
-  exceptdel <range>       - delete exception (either range or exception number)
-  listbans                - list all currently active bans and exceptions
-  rehashbans              - reload the banlist from serverbans.dat
-  flushbans               - delete all bans
-
-  net_restart             - restart network subsystem to change latched settings
-  game_restart <fs_game>  - Switch to another mod
-
-  which <filename/path>   - print out the path on disk to a loaded item
-
-  execq <filename>        - quiet exec command, doesn't print "execing file.cfg"
-
-  kicknum <client number> - kick a client by number, same as clientkick command
-  kickall                 - kick all clients, similar to "kick all" (but kicks
-                            everyone even if someone is named "all")
-  kickbots                - kick all bots, similar to "kick allbots" (but kicks
-                            all bots even if someone is named "allbots")
-
-  tell <client num> <msg> - send message to a single client (new to server)
-
-
---------------------------------------------------------- README for Users -----
-
-Using shared libraries instead of qvm
-  To force RTCW-MP to use qvms run it with the following
-  parameters: +set sv_pure 0 +set vm_cgame 2 +set vm_game 2 +set vm_ui 2
-
-Using Demo Data Files
-  Copy demomain/pak0.pk3 from the demo installer to your main directory. The
-  qvm files in this pak0.pk3 will not work, so you have to use the native
-  shared libraries or qvms from this project. To use the new qvms, they must be
-  put into a pk3 file. A pk3 file is just a zip file, so any compression tool
-  that can create such files will work. The shared libraries should already be
-  in the correct place. Use the instructions above to use them.
-
-  Please bear in mind that you will not be able to play online using the demo
-  data, nor is it something that we like to spend much time maintaining or
-  supporting.
-
-Help! Iortcw won't give me an fps of X anymore when setting com_maxfps!
-  Iortcw now uses the select() system call to wait for the rendering of the
-  next frame when com_maxfps was hit. This will improve your CPU load
-  considerably in these cases. However, not all systems may support a
-  granularity for its timing functions that is required to perform this waiting
-  correctly. For instance, iortcw tells select() to wait 2 milliseconds, but
-  really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
-  In this case you can always revert back to the old behaviour by setting the
-  cvar com_busyWait to 1.
-
-Using HTTP/FTP Download Support (Server)
-  You can enable redirected downloads on your server even if it's not
-  an iortcw server.  You simply need to use the 'sets' command to put
-  the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
-  is set to 1
-
-  sv_dlURL is the base of the URL that contains your custom .pk3 files
-  the client will append both fs_game and the filename to the end of
-  this value.  For example, if you have sv_dlURL set to
-  "http://yoursite.org", fs_game is "main", and the client is
-  missing "test.pk3", it will attempt to download from the URL
-  "http://yoursite.org/main/test.pk3"
-
-  sv_allowDownload's value is now a bitmask made up of the following
-  flags:
-    1 - ENABLE
-    4 - do not use UDP downloads
-    8 - do not ask the client to disconnect when using HTTP/FTP
-
-  Server operators who are concerned about potential "leeching" from their
-  HTTP servers from other iortcw servers can make use of the HTTP_REFERER
-  that iortcw sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}".  For,
-  example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
-
-  On a sidenote, downloading via UDP has been improved and yields higher data
-  rates now. You can configure the maximum bandwidth for UDP downloads via the
-  cvar sv_dlRate. Due to system-specific limits the download rate is capped
-  at about 1 Mbyte/s per client, so curl downloading may still be faster.
-
-Using HTTP/FTP Download Support (Client)
-  Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
-  assuming iortcw was compiled with USE_CURL=1 (the default).
-  like sv_allowDownload, cl_allowDownload also uses a bitmask value
-  supporting the following flags:
-    1 - ENABLE
-    2 - do not use HTTP/FTP downloads
-    4 - do not use UDP downloads
-
-  When iortcw is built with USE_CURL_DLOPEN=1 (default on some platforms),
-  it will use the value of the cvar cl_cURLLib as the filename of the cURL
-  library to dynamically load.
-
-Multiuser Support on Windows systems
-  On Windows, all user specific files such as autogenerated configuration,
-  demos, videos, screenshots, and autodownloaded pk3s are now saved in a
-  directory specific to the user who is running iortcw.
-
-  On NT-based such as Windows XP, this is usually a directory named:
-    "C:\Documents and Settings\%USERNAME%\My Docuemtns\RTCW"
-
-  Windows 95, Windows 98, and Windows ME will use a directory like:
-    "C:\Windows\My Documents\RTCW"
-  in single-user mode, or:
-    "C:\Windows\Profiles\%USERNAME%\My Documents\RTCW"
-  if multiple logins have been enabled.
-
-  In order to access this directory more easily, the installer may create a
-  Shortcut which has its target set to:
-    "%Userprofile%\My Documents"
-  This Shortcut would work for all users on the system regardless of the
-  locale settings.  Unfortunately, this environment variable is only
-  present on Windows NT based systems.
-
-  You can revert to the old single-user behaviour by setting the fs_homepath
-  cvar to the directory where iortcw is installed.  For example:
-    iowolfmp.exe +set fs_homepath "c:\iortcw"
-or
-    iowolfsp.exe +set fs_homepath "c:\iortcw"
-  Note that this cvar MUST be set as a command line parameter.
-
-SDL Keyboard Differences
-  iortcw clients have different keyboard behaviour compared to the original
-  RTTCW clients.
-
-    * SDL > 1.2.9 does not support disabling dead key recognition. In order to
-      send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
-      sometimes the same character again) after the character to send it on
-      many international keyboard layouts.
-
-    * The SDL client supports many more keys than the original RTCW client.
-      For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
-      For non-US keyboards, all of the so called "World" keys are now supported
-      as well as F13, F14, F15, and the country-specific mode/meta keys.
-
-  On many international layouts the default console toggle keys are also dead
-  keys, meaning that dropping the console potentially results in
-  unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
-  dead key support is broken by design and RTCW doesn't support non-ASCII text
-  entry, so the chances are you won't get the correct character anyway.
-
-  If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
-  is a space delimited list of key names that will toggle the console. The key
-  names are the usual RTCW names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
-  "WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
-  number. Some example values for cl_consoleKeys:
-
-    "~ ` 0x7e 0x60"           Toggle on ~ or ` (the default)
-    "WINDOWS"                 Toggle on the Windows key
-    "c"                       Toggle on the c key
-    "0x43"                    Toggle on the C character (Shift-c)
-    "PAUSE F1 PGUP"           Toggle on the Pause, F1 or Page Up keys
-
-  Note that when you elect a set of console keys or characters, they cannot
-  then be used for binding, nor will they generate characters when entering
-  text. Also, in addition to the nominated console keys, Shift-ESC is hard
-  coded to always toggle the console.
-
-  QuakeLive mouse acceleration (patch and this text written by TTimo from id)
-  I've been using an experimental mouse acceleration code for a while, and
-  decided to make it available to everyone. Don't be too worried if you don't
-  understand the explanations below, this is mostly intended for advanced
-  players:
-  To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
-
-  New style is controlled with 3 cvars:
-
-  sensitivity
-  cl_mouseAccel
-  cl_mouseAccelOffset
-
-  The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
-  you have a base sensitivity setup, as soon as you set a non zero acceleration
-  your base sensitivity at low speeds will change as well. The other problem
-  with style 0 is that you are stuck on a square (power of two) acceleration
-  curve.
-
-  The new code tries to solve both problems:
-
-  Once you setup your sensitivity to feel comfortable and accurate enough for
-  low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
-  increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
-  amplification you want for high deltas with little effect on low mouse deltas.
-
-  cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
-  as style 0. The higher the value, the faster the amplification grows with the
-  mouse delta.
-
-  cl_mouseAccelOffset sets how much base mouse delta will be doubled by
-  acceleration. The closer to zero you bring it, the more acceleration will
-  happen at low speeds. This is also very useful if you are changing to a new
-  mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
-  cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
-  gain in precision when you do that, but that is not related to mouse
-  acceleration).
-
-  Mouse acceleration is tricky to configure, and when you do you'll have to
-  re-learn your aiming. But you will find that it's very much forth it in the
-  long run.
-
-  If you try the new acceleration code and start using it, I'd be very
-  interested by your feedback.
-
-
----------------------------------------------------- README for Developers -----
-
-64bit mods
-  If you wish to compile external mods as shared libraries on a 64bit platform,
-  and the mod source is derived from the id RTCW SDK, you will need to modify the
-  interface code a little. Open the files ending in _syscalls.c and change
-  every instance of int to intptr_t in the declaration of the syscall function
-  pointer and the dllEntry function. Also find the vmMain function for each
-  module (usually in cg_main.c g_main.c etc.) and similarly replace the return
-  value in the prototype with intptr_t (arg0, arg1, ...stay int).
-
-  Add the following code snippet to q_shared.h:
-
-    #ifdef Q3_VM
-    typedef int intptr_t;
-    #else
-    #include <stdint.h>
-    #endif
-
-Creating mods compatible with RTCW 1.41
-  If you're using this package to create mods for the last official release of
-  RTCW, it is necessary to pass the commandline option '-vq3' to your invocation
-  of q3asm. This is because by default q3asm outputs an updated qvm format that
-  is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
-  compiler.
-
-Creating standalone games
-  Have you finished the daunting task of removing all dependencies on the RTCW 
-  game data? You probably now want to give your users the opportunity to play
-  the game without owning a copy of RTCW, which consequently means removing cd-key
-  and authentication server checks. In addition to being a straightforward RTCW
-  client, iortcw also purports to be a reliable and stable code base on which
-  to base your game project.
-
-  However, before you start compiling your own version of iortcw, you have to
-  ask yourself: Have we changed or will we need to change anything of importance
-  in the engine?
-
-  If your answer to this question is "no", it probably makes no sense to build
-  your own binaries. Instead, you can just use the pre-built binaries on the
-  website. Just make sure the game is called with:
-
-    +set com_basegame <yournewbase>
-    
-  in any links/scripts you install for your users to start the game. The
-  binary must not detect any original RTCW game pak files. If this
-  condition is met, the game will set com_standalone to 1 and is then running
-  in stand alone mode.
-  
-  If you want the engine to use a different directory in your homepath than
-  e.g. "My Documents\RTCW" on Windows or ".wolf" on Linux, then set a new name at startup
-  by adding
-  
-    +set com_homepath <homedirname>
-  
-  to the command line. You can also control which game name to use when talking
-  to the master server:
-  
-    +set com_gamename <gamename>
-  
-  So clients requesting a server list will only receive servers that have a
-  matching game name.
-  
-  Example line:
-  
-    +set com_basegame basefoo +set com_homepath .foo
-    +set com_gamename foo
-
-
-  If you really changed parts that would make vanilla iortcw incompatible with
-  your mod, we have included another way to conveniently build a stand-alone
-  binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
-  the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
-  information appropriate for your project.
-
-  While a lot of work has been put into iortcw that you can benefit from free
-  of charge, it does not mean that you have no obligations to fulfill. Please be
-  aware that as soon as you start distributing your game with an engine based on
-  our sources we expect you to fully comply with the requirements as stated in
-  the GPL. That includes making sources and modifications you made to the
-  iortcw engine as well as the game-code used to compile the .qvm files for
-  the game logic freely available to everyone. Furthermore, note that the "RTCW
-  Game Source License" prohibits distribution of mods that are intended to
-  operate on a version of RTCW not sanctioned by id software:
-
-    "with this Agreement, ID grants to you the non-exclusive and limited right
-    to distribute copies of the Software ... for operation only with the full
-    version of the software game QUAKE III ARENA"
-
-  This means that if you're creating a standalone game, you cannot use said
-  license on any portion of the product. As the only other license this code has
-  been released under is the GPL, this is the only option.
-
-  This does NOT mean that you cannot market this game commercially. The GPL does
-  not prohibit commercial exploitation and all assets (e.g. textures, sounds,
-  maps) created by yourself are your property and can be sold like every other
-  game you find in stores.
-
-Network protocols
-  There are now two cvars that give you some degree of freedom over the reported
-  protocol versions between clients and servers: "com_protocol" and
-  "com_legacyprotocol".
-  The reason for this is that some standalone games increased the protocol
-  number even though nothing really changed in their protocol and the iortcw
-  engine is still fully compatible.
-
-  In order to harden the network protocol against UDP spoofing attacks a new
-  network protocol was introduced that defends against such attacks.
-  Unfortunately, this protocol will be incompatible to the original RTCW 1.4
-  which is the latest official release from id.
-  Luckily, iortcw has backwards compatibility, on the client as well as on the
-  server. This means iortcw players can play on old servers just as iortcw
-  servers are able to service old clients.
-
-  The cvar "com_protocol" denotes the protocol version for the new hardened
-  protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
-  for the legacy protocol.
-  If the value for "com_protocol" and "com_legacyprotocol" is identical, then
-  the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
-  support for the legacy protocol is disabled.
-  
-  Mods that use a standalone engine obviously do not require dual protocol
-  support, and it is turned off if the engine is compiled with STANDALONE per
-  default. If you desire backwards compatibility to older versions of your
-  game you can still enable it in q_shared.h by defining
-  LEGACY_PROTOCOL.
-
-cl_guid Support
-  cl_guid is a cvar which is part of the client's USERINFO string.  Its value
-  is a 32 character string made up of [a-f] and [0-9] characters.  This
-  value is pseudo-unique for every player.  Id's RTCW client also
-  sets cl_guid, but only if Punkbuster is enabled on the client.
-
-  If cl_guidServerUniq is non-zero (the default), then this value is also
-  pseudo-unique for each server a client connects to (based on IP:PORT of
-  the server).
-
-  The purpose of cl_guid is to add an identifier for each player on
-  a server.  This value can be reset by the client at any time so it's not
-  useful for blocking access.  However, it can have at least two uses in
-  your mod's game code:
-    1) improve logging to allow statistical tools to index players by more
-       than just name
-    2) granting some weak admin rights to players without requiring passwords
-
-PNG support
-  iortcw supports the use of PNG (Portable Network Graphic) images as
-  textures. It should be noted that the use of such images in a map will
-  result in missing placeholder textures where the map is used with the id
-  RTCW client or earlier versions of iortcw.
-
-  Recent versions of GtkRadiant and q3map2 support PNG images without
-  modification. However GtkRadiant is not aware that PNG textures are supported
-  by iortcw. To change this behaviour open the file 'q3.game' in the 'games'
-  directory of the GtkRadiant base directory with an editor and change the
-  line:
-
-    texturetypes="tga jpg"
-
-  to
-
-    texturetypes="tga jpg png"
-
-  Restart GtkRadiant and PNG textures are now available.
-
-Building with MinGW for pre Windows XP
-  IPv6 support requires a header named "wspiapi.h" to abstract away from
-  differences in earlier versions of Windows' IPv6 stack. There is no MinGW
-  equivalent of this header and the Microsoft version is obviously not
-  redistributable, so in its absence we're forced to require Windows XP.
-  However if this header is acquired separately and placed in the qcommon/
-  directory, this restriction is lifted.
-
-
-------------------------------------------------------------- Contributing -----
-
-Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
-mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and 
-submit your patch there.  The best case scenario is that you submit your patch 
-to bugzilla, and then post the URL to the mailing list.
-
-The focus for ioq3 is to develop a stable base suitable for further development
-and provide players with the same RTCW experience they've had for years. As
-such ioq3 does not have any significant graphical enhancements and none are
-planned at this time. However, improved graphics and sound patches will be
-accepted as long as they are entirely optional, do not require new media and
-are off by default.
-
-
---------------------------------------------- Building Official Installers -----
-
-We need help getting automated installers on all the platforms that iortcw
-supports. We don't necessarily care about all the installers being identical,
-but we have some general guidelines:
-
-  * Please include the id patch pk3s in your installer, which are available
-    from http://ioquake3.org/patch-data/ subject to agreement to the id
-    EULA. Your installer shall also ask the user to agree to this EULA (which
-    is in the /web/include directory for your convenience) and subsequently
-    refuse to continue the installation of the patch pk3s and pak0.pk3 if they
-    do not.
-
-  * Please don't require pak0.pk3, since not everyone using the engine
-    plans on playing RTCW on it. It's fine to (optionally) assist the
-    user in copying the file or tell them how.
-
-  * It is fine to just install the binaries without requiring id EULA agreement,
-    providing pak0.pk3 and the patch pk3s are not referred to or included in the
-    installer.
-
-  * Please include at least an SDL so/dylib/dll on every platform.
-
-  * Please include an OpenAL so/dylib/dll, since every platform should be using
-    it by now.
-
-  * Please contact the mailing list when you've made your installer.
-
-  * Please be prepared to alter your installer on the whim of the maintainers.
-
-  * Your installer will be mirrored to an "official" directory, thus making it
-    a done deal.
-
------------------------------------------------------------------- Credits -----
-
-Maintainers
-  James Canete <use.less01 at gmail.com>
-  Ludwig Nussel <ludwig.nussel at suse.de>
-  Thilo Schulz <arny at ats.s.bawue.de>
-  Tim Angus <tim at ngus.net>
-  Tony J. White <tjw at tjw.org>
-  Zachary J. Slater <zachary at ioquake.org>
-  Zack Middleton <zturtleman at gmail.com>
-
-Significant contributions from
-  Ryan C. Gordon <icculus at icculus.org>
-  Andreas Kohn <andreas at syndrom23.de>
-  Joerg Dietrich <Dietrich_Joerg at t-online.de>
-  Stuart Dalton <badcdev at gmail.com>
-  Vincent S. Cojot <vincent at cojot dot name>
-  optical <alex at rigbo.se>
-  Aaron Gyes <floam at aaron.gy>
diff --git a/SP/code/client/cl_console.c b/SP/code/client/cl_console.c
index e7797ea..b444716 100644
--- a/SP/code/client/cl_console.c
+++ b/SP/code/client/cl_console.c
@@ -67,6 +67,7 @@ console_t con;
 
 cvar_t      *con_debug;
 cvar_t      *con_conspeed;
+cvar_t      *con_autoclear;
 cvar_t      *con_notifytime;
 
 #define DEFAULT_CONSOLE_WIDTH   78
@@ -83,7 +84,9 @@ void Con_ToggleConsole_f( void ) {
 		return;
 	}
 
-	Field_Clear( &g_consoleField );
+	if ( con_autoclear->integer ) {
+		Field_Clear( &g_consoleField );
+	}
 	g_consoleField.widthInChars = g_console_field_width;
 
 	Con_ClearNotify();
@@ -383,6 +386,7 @@ void Con_Init( void ) {
 
 	con_notifytime = Cvar_Get( "con_notifytime", "3", 0 );
 	con_conspeed = Cvar_Get( "scr_conspeed", "3", 0 );
+	con_autoclear = Cvar_Get( "con_autoclear", "1", CVAR_ARCHIVE );
 	con_debug = Cvar_Get( "con_debug", "0", CVAR_ARCHIVE ); //----(SA)	added
 
 	Field_Clear( &g_consoleField );
diff --git a/SP/code/client/cl_keys.c b/SP/code/client/cl_keys.c
index 4e58bed..44b60d6 100644
--- a/SP/code/client/cl_keys.c
+++ b/SP/code/client/cl_keys.c
@@ -1571,7 +1571,7 @@ void Console_Key( int key ) {
 	// enter finishes the line
 	if ( key == K_ENTER || key == K_KP_ENTER ) {
 		// if not in the game explicitly prepend a slash if needed
-		if ( clc.state != CA_ACTIVE &&
+		if ( clc.state != CA_ACTIVE && con_autochat->integer &&
 				g_consoleField.buffer[0] &&
 				g_consoleField.buffer[0] != '\\' &&
 				g_consoleField.buffer[0] != '/' ) {
@@ -1593,7 +1593,9 @@ void Console_Key( int key ) {
 			if ( !g_consoleField.buffer[0] ) {
 				return; // empty lines just scroll the console without adding to history
 			} else {
-				Cbuf_AddText( "cmd say " );
+				if ( con_autochat->integer ) {
+					Cbuf_AddText ( "cmd say " );
+				}
 				Cbuf_AddText( g_consoleField.buffer );
 				Cbuf_AddText( "\n" );
 			}
diff --git a/SP/code/qcommon/common.c b/SP/code/qcommon/common.c
index 5a9901e..df402be 100644
--- a/SP/code/qcommon/common.c
+++ b/SP/code/qcommon/common.c
@@ -106,6 +106,9 @@ cvar_t	*com_legacyprotocol;
 cvar_t	*com_basegame;
 cvar_t  *com_homepath;
 cvar_t	*com_busyWait;
+#ifndef DEDICATED
+cvar_t  *con_autochat;
+#endif
 
 #if idx64
 	int (*Q_VMftol)(void);
@@ -2409,6 +2412,10 @@ void Com_Init( char *commandLine ) {
 #endif
 		Cvar_Get("protocol", com_protocol->string, CVAR_ROM);
 
+#ifndef DEDICATED
+	con_autochat = Cvar_Get("con_autochat", "1", CVAR_ARCHIVE);
+#endif
+
 	com_hunkused = Cvar_Get( "com_hunkused", "0", 0 );
 
 	Sys_Init();
@@ -3111,8 +3118,8 @@ void Field_CompleteCommand( char *cmd,
 		completionString = Cmd_Argv( completionArgument - 1 );
 
 #ifndef DEDICATED
-	// Unconditionally add a '\' to the start of the buffer
-	if( completionField->buffer[ 0 ] &&
+	// add a '\' to the start of the buffer if it might be sent as chat otherwise
+	if( con_autochat->integer && completionField->buffer[ 0 ] &&
 			completionField->buffer[ 0 ] != '\\' )
 	{
 		if( completionField->buffer[ 0 ] != '/' )
diff --git a/SP/code/qcommon/qcommon.h b/SP/code/qcommon/qcommon.h
index dbe6283..1c556dc 100644
--- a/SP/code/qcommon/qcommon.h
+++ b/SP/code/qcommon/qcommon.h
@@ -918,6 +918,9 @@ extern	cvar_t	*com_protocol;
 #ifdef LEGACY_PROTOCOL
 extern	cvar_t	*com_legacyprotocol;
 #endif
+#ifndef DEDICATED
+extern  cvar_t  *con_autochat;
+#endif
 
 // com_speeds times
 extern int time_game;
diff --git a/SP/code/sys/con_tty.c b/SP/code/sys/con_tty.c
index 9a6ee95..2c2b595 100644
--- a/SP/code/sys/con_tty.c
+++ b/SP/code/sys/con_tty.c
@@ -378,7 +378,7 @@ char *CON_Input( void )
 				{
 #ifndef DEDICATED
 					// if not in the game explicitly prepend a slash if needed
-					if (clc.state != CA_ACTIVE && TTY_con.cursor &&
+					if (clc.state != CA_ACTIVE && con_autochat->integer && TTY_con.cursor &&
 						TTY_con.buffer[0] != '/' && TTY_con.buffer[0] != '\\')
 					{
 						memmove(TTY_con.buffer + 1, TTY_con.buffer, sizeof(TTY_con.buffer) - 1);
@@ -389,7 +389,11 @@ char *CON_Input( void )
 					if (TTY_con.buffer[0] == '/' || TTY_con.buffer[0] == '\\') {
 						Q_strncpyz(text, TTY_con.buffer + 1, sizeof(text));
 					} else if (TTY_con.cursor) {
-						Com_sprintf(text, sizeof(text), "cmd say %s", TTY_con.buffer);
+						if (con_autochat->integer) {
+							Com_sprintf(text, sizeof(text), "cmd say %s", TTY_con.buffer);
+						} else {
+							Q_strncpyz(text, TTY_con.buffer, sizeof(text));
+						}
 					} else {
 						text[0] = '\0';
 					}

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git



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