Merge pull request #344 from alliedmodders/update-convar-flags

Update ConVar flags in console.inc.
This commit is contained in:
Nicholas Hastings 2015-06-07 11:18:27 -04:00
commit 13ecd11543

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@ -58,35 +58,49 @@ enum ReplySource
* @section Flags for console commands and console variables. The descriptions * @section Flags for console commands and console variables. The descriptions
* for each constant come directly from the Source SDK. * for each constant come directly from the Source SDK.
*/ */
#define FCVAR_NONE 0 /**< The default, no flags at all */
#define FCVAR_UNREGISTERED (1<<0) /**< If this is set, don't add to linked list, etc. */ #pragma deprecated No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.
#define FCVAR_LAUNCHER (1<<1) /**< Defined by launcher. */ #define FCVAR_PLUGIN 0 // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later.
#define FCVAR_GAMEDLL (1<<2) /**< Defined by the game DLL. */ #pragma deprecated Did you mean FCVAR_DEVELOPMENTONLY? (No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.)
#define FCVAR_CLIENTDLL (1<<3) /**< Defined by the client DLL. */ #define FCVAR_LAUNCHER (1<<1) // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use.
#define FCVAR_MATERIAL_SYSTEM (1<<4) /**< Defined by the material system. */
#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. */
#define FCVAR_SPONLY (1<<6) /**< This cvar cannot be changed by clients connected to a multiplayer server. */ #define FCVAR_NONE 0 // The default, no flags at all
#define FCVAR_ARCHIVE (1<<7) /**< Set to cause it to be saved to vars.rc */ #define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc.
#define FCVAR_NOTIFY (1<<8) /**< Notifies players when changed. */ #define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+)
#define FCVAR_USERINFO (1<<9) /**< Changes the client's info string. */ #define FCVAR_GAMEDLL (1<<2) // Defined by the game DLL.
#define FCVAR_PRINTABLEONLY (1<<10) /**< This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.) */ #define FCVAR_CLIENTDLL (1<<3) // Defined by the client DLL.
#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 */ #define FCVAR_MATERIAL_SYSTEM (1<<4) // Defined by the material system. (EP1-only)
#define FCVAR_NEVER_AS_STRING (1<<12) /**< Never try to print that cvar. */ #define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+)
#define FCVAR_REPLICATED (1<<13) /**< Server setting enforced on clients. */ #define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc.
#define FCVAR_CHEAT (1<<14) /**< Only useable in singleplayer / debug / multiplayer & sv_cheats */ // Sends 1 if it's not bland/zero, 0 otherwise as value.
#define FCVAR_STUDIORENDER (1<<15) /**< Defined by the studiorender system. */ #define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
#define FCVAR_DEMO (1<<16) /**< Record this cvar when starting a demo file. */ #define FCVAR_ARCHIVE (1<<7) // Set to cause it to be saved to vars.rc
#define FCVAR_DONTRECORD (1<<17) /**< Don't record these command in demo files. */ #define FCVAR_NOTIFY (1<<8) // Notifies players when changed.
#define FCVAR_PLUGIN (1<<18) /**< Defined by a 3rd party plugin. */ #define FCVAR_USERINFO (1<<9) // Changes the client's info string.
#define FCVAR_DATACACHE (1<<19) /**< Defined by the datacache system. */ #define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.)
#define FCVAR_TOOLSYSTEM (1<<20) /**< Defined by an IToolSystem library */ #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
#define FCVAR_FILESYSTEM (1<<21) /**< Defined by the file system. */ #define FCVAR_NEVER_AS_STRING (1<<12) // Never try to print that cvar.
#define FCVAR_NOT_CONNECTED (1<<22) /**< Cvar cannot be changed by a client that is connected to a server. */ #define FCVAR_REPLICATED (1<<13) // Server setting enforced on clients.
#define FCVAR_SOUNDSYSTEM (1<<23) /**< Defined by the soundsystem library. */ #define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats
#define FCVAR_ARCHIVE_XBOX (1<<24) /**< Cvar written to config.cfg on the Xbox. */ #define FCVAR_SS (1<<15) // causes varnameN where N 2 through max splitscreen slots for mod to be autogenerated (L4D+)
#define FCVAR_INPUTSYSTEM (1<<25) /**< Defined by the inputsystem DLL. */ #define FCVAR_DEMO (1<<16) // Record this cvar when starting a demo file.
#define FCVAR_NETWORKSYSTEM (1<<26) /**< Defined by the network system. */ #define FCVAR_DONTRECORD (1<<17) // Don't record these command in demo files.
#define FCVAR_VPHYSICS (1<<27) /**< Defined by vphysics. */ #define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+)
#define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars avaliable to customers (L4D+)
#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload (OB+)
#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload (OB+)
#define FCVAR_NOT_CONNECTED (1<<22) // Cvar cannot be changed by a client that is connected to a server.
#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread (OB+)
#define FCVAR_ARCHIVE_XBOX (1<<24) // Cvar written to config.cfg on the Xbox.
#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // Cvar written to config.cfg on the Xbox.
#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars (OB+)
#define FCVAR_SERVER_CAN_EXECUTE (1<<28) // the server is allowed to execute this command on clients via
// ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+)
#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).
#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command.
// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
/** /**
* @endsection * @endsection