com_waitingForKey

TaystJK

Needs review. The inventory/provenance evidence is recorded, but some behavior, options, or attribution still lacks a direct user-facing source.

Engine-managed. The game maintains this value itself, so it is not a setting to change by hand: it is read-only after registration (CVAR_ROM).

Controls com_waitingForKey in the engine-shared module. Consult the cited behavior reads before relying on values not listed here.

At a glance

Field Value
Default 0
Value type bool
Restart No latch flag is registered.
Manually settable No; the game writes this value.
Cheat protected No
Network scope client-or-server: Engine code in both the client and the dedicated server; each uses its own value.
Category Input & controls
Module engine-shared
Renderer All / not renderer-specific
Derivation code-trace
Confidence high
Added 2025-04-26 in a1ee9793b (how to compare this against your build)
In-game xdocs No
In-game menu No

Values

Value Meaning Evidence
0 Disabled. shared/sdl/sdl_input.cpp:203
1 Enabled. shared/sdl/sdl_input.cpp:203

Flags

Provenance

Origin: TaystJK

Dated project introductions

Authored dates come from the exact registration’s first content commit, PR dates identify when work was proposed to each project, and integration dates come from each first-parent mainline. A project merging first does not override earlier upstream authorship or submission.

Project Authored PR opened Integrated Commit Relationship
TaystJK 2025-04-26 2025-04-21 2025-04-26 a1ee9793b45d Ultimate origin
jaPRO 2025-04-26 — 2025-04-26 a1ee9793b45d Shared integration commit

Evidence

Generated from source commit c722804317d7 on 2026-09-28. Anything merged after that is not reflected here.