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https://github.com/nillerusr/source-engine.git
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117 lines
5.8 KiB
C++
117 lines
5.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $NoKeywords: $
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//===========================================================================//
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#ifndef ICONVAR_H
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#define ICONVAR_H
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#if _WIN32
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#pragma once
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#endif
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#include "tier0/dbg.h"
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#include "tier0/platform.h"
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#include "tier1/strtools.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IConVar;
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class CCommand;
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//-----------------------------------------------------------------------------
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// ConVar flags
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//-----------------------------------------------------------------------------
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// The default, no flags at all
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#define FCVAR_NONE 0
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// Command to ConVars and ConCommands
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// ConVar Systems
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#define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc.
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#define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined.
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#define FCVAR_GAMEDLL (1<<2) // defined by the game DLL
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#define FCVAR_CLIENTDLL (1<<3) // defined by the client DLL
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#define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.
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// ConVar only
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#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
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#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
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#define FCVAR_ARCHIVE (1<<7) // set to cause it to be saved to vars.rc
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#define FCVAR_NOTIFY (1<<8) // notifies players when changed
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#define FCVAR_USERINFO (1<<9) // changes the client's info string
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#define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats
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#define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
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#define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
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#define FCVAR_NEVER_AS_STRING (1<<12) // never try to print that cvar
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// It's a ConVar that's shared between the client and the server.
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// At signon, the values of all such ConVars are sent from the server to the client (skipped for local
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// client, of course )
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// If a change is requested it must come from the console (i.e., no remote client changes)
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// If a value is changed while a server is active, it's replicated to all connected clients
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#define FCVAR_REPLICATED (1<<13) // server setting enforced on clients, TODO rename to FCAR_SERVER at some time
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#define FCVAR_DEMO (1<<16) // record this cvar when starting a demo file
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#define FCVAR_DONTRECORD (1<<17) // don't record these command in demofiles
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#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload
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#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload
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#define FCVAR_NOT_CONNECTED (1<<22) // cvar cannot be changed by a client that is connected to a server
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#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread
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#define FCVAR_ARCHIVE_XBOX (1<<24) // cvar written to config.cfg on the Xbox
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#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars
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#define FCVAR_SERVER_CAN_EXECUTE (1<<28)// the server is allowed to execute this command on clients via ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd.
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#define FCVAR_SERVER_CANNOT_QUERY (1<<29)// If this is set, then the server is not allowed to query this cvar's value (via IServerPluginHelpers::StartQueryCvarValue).
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#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command.
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// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
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#define FCVAR_EXEC_DESPITE_DEFAULT (1<<31) // -default causes a lot of commands to be ignored (but still be recorded as though they had run).
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// This causes them to be executed anyways.
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#define FCVAR_INTERNAL_USE (1<<15) // This var isn't archived, but is exposed to players--and its use is allowed in competitive play.
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#define FCVAR_ALLOWED_IN_COMPETITIVE (1<<18) // This convar can be changed in competitive (strict) settings mode even though it is not archived. Meant for one-offs like cl_showfps that are not user facing settings but are benign
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// #define FCVAR_AVAILABLE (1<<19)
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// #define FCVAR_AVAILABLE (1<<26)
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// #define FCVAR_AVAILABLE (1<<27)
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#define FCVAR_MATERIAL_THREAD_MASK ( FCVAR_RELOAD_MATERIALS | FCVAR_RELOAD_TEXTURES | FCVAR_MATERIAL_SYSTEM_THREAD )
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//-----------------------------------------------------------------------------
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// Called when a ConVar changes value
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// NOTE: For FCVAR_NEVER_AS_STRING ConVars, pOldValue == NULL
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//-----------------------------------------------------------------------------
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typedef void ( *FnChangeCallback_t )( IConVar *var, const char *pOldValue, float flOldValue );
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//-----------------------------------------------------------------------------
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// Abstract interface for ConVars
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//-----------------------------------------------------------------------------
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abstract_class IConVar
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{
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public:
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// Value set
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virtual void SetValue( const char *pValue ) = 0;
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virtual void SetValue( float flValue ) = 0;
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virtual void SetValue( int nValue ) = 0;
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// Return name of command
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virtual const char *GetName( void ) const = 0;
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// Accessors.. not as efficient as using GetState()/GetInfo()
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// if you call these methods multiple times on the same IConVar
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virtual bool IsFlagSet( int nFlag ) const = 0;
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};
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#endif // ICONVAR_H
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