Even without a script - for instance by loading a level in preview mode - the engine automatically includes the default.c script that contains simple functions that are attached to keys by default. They can be removed by setting the key event function to NULL, or to some other function. LC In lite-C the internal engine script is located in include\default.c and can be modified if required. In entity viewer mode, entities are centered in the view and can be rotated with the cursor keys.
The following keys have attached default functions in normal mode and entity viewer mode:
[F2] Quicksave. Saves the game into the file
"save_0.sav". Can also be used to mark a position in level walkthrough mode.
[F3] Quickload. Loads the last saved game.
[F5] Video resolution up.
[Shift-F5] Video resolution down.
[F6] Takes screenshots to the file "shot_n.jpg".
[F12] Toggles music and sound.
[Alt-F4] Shuts down the engine.
[Esc] Shuts down the engine.
[Alt-Enter] Toggles window and fullscreen mode.
The following keys are active in the development engine, but not in the distribution engine:
Script console; activates a blinking
cursor close to the bottom of the screen. Engine functions can be entered directly and executed by pressing
[Enter]. LC In lite-C you can enter a global variable name; the content of the variable is then displayed on pressing
[Enter], and can be edited.
 Camera movement. Toggles between script-based movement, direct player movement and direct camera movement, which allows to move the camera with the cursor keys. The camera movement can also be activated by calling def_move() from a script.
[F10] Single step to the next source line
in debug mode.
[F11] Activates a Statistics Panel (see below) that displays some predefined variables and other information. [F11] pressed a second time causes level and terrain polygon tesselation to be highlighted by red lines, and the bounding boxes of non-passable entities by a blue wireframe.
[Shift-F11] The game freezes and the mouse cursor appears on the screen. When clicking onto an entity, the watched pointer will be set to that entity, causing it's status display to appear on the screen. Pressing [Shift-F11] a second time will resume normal gameplay, but the status display is permanently updated with the status of the last clicked entity, thus allowing to examine it's properties in real time. If you want to get rid of the status display, click an empty position while in frozen mode.
[Ctrl-Alt-End] Shuts down the engine. Useful if you've un-assigned the [Esc] key and forgotten to assign a sys_exit command to a key.
|800x600||screen width x height|
|fps||frames per second|
|pps||polygons per second (x 1000)|
|pan,til,rol||camera euler angles|
|geo||time in ms for level geometry and sky rendering|
|ent||time for entity rendering|
|par||time for particles rendering|
|drw||time for draw_ functions|
|pan||time for panels, texts and screen entities rendering (and for the 3D card to flush its command buffer)|
|ref||time for screen refresh, monitor sync, and fps_max idling|
|srv||time for entity updates and client/server communication|
|fnc||time for script execution|
|phy||time for physics|
|ent||number of level entities|
|vis||number of visible level and sky entities|
|tri||triangles per second (x 1000)|
|par||number of particles|
|lit||number of active dynamic lights|
|snd||number of playing sounds and media streams|
|fnc||number of running script functions|
|bdy||number of physics bodies|
|con||number of physics collision contacts|
|nx||nexus memory consumption (nexus)|
|m||virtual memory allocation (sys_memory)|
|geo||map surface video memory consumption|
|sha||shadow map video memory consumption|
|ent||models/sprites/sky video memory consumption|
|bmp||bmap/font video memory consumption|
|v||available video memory (can be inaccurate)|
|lat||connection latency in ms|
|bps||average bytes per second received|
|rel||bps sent in reliable mode|
|unr||bps sent in unreliable mode|
|num||number of clients connected|