g_bulletmodeDebug — set bitflags for bulletmode debugging
g_bulletmodeDebug [flags]
Table 12.4. g_bulletmodeDebug Flags
| FLAG | DESCRIPTION |
|---|---|
| 1 | visually render (draw) bullet-path |
| 2 | visually render (draw) reference bullet-path |
| 16 | log lifecycle (construct/destruct/alloc/free) to client console |
| 256 | log bullet-fire text to client console |
g_bulletmodeDebug sets bitflags for bulletmode debugging. These are expert debugging aids provided for the benefit of people who are interested in learning more detail about bullet path and is certainly not meant to be enabled during real gameplay.
![]() | Caution |
|---|---|
| Bulletmode visuals are expensive. Each rendered bullet-path consumes a game-engine entity which is limited and adds to network traffic load. If you are not careful, high numbers of players with high rates of shots and long trails may lead to entity exhaustion. Flags enabling client console logging can easily cause ET limitations to be exceeded, resulting in dropped client connections. In other words, do not fire off rapid rounds while this kind of debugging is active. |
![]() | Tip |
|---|---|
| Use status(1) to monitor game entities. |