More small convar flag inc changes:

* Re-added FCVAR_PLUGIN (shimmed to 0) and FCVAR_LAUNCHER with deprecation notes.
* Changed defines to const ints.
* Updated comments to use our newer, single-line comment style for cleanliness.
This commit is contained in:
Nicholas Hastings 2015-06-03 23:38:31 -04:00
parent 4231adaedf
commit 1804dce9d9

View File

@ -58,41 +58,48 @@ enum ReplySource
* @section Flags for console commands and console variables. The descriptions
* 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. */
#define FCVAR_DEVELOPMENTONLY (1<<1) /**< Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+) */
#define FCVAR_GAMEDLL (1<<2) /**< Defined by the game DLL. */
#define FCVAR_CLIENTDLL (1<<3) /**< Defined by the client DLL. */
#define FCVAR_MATERIAL_SYSTEM (1<<4) /**< Defined by the material system. (EP1-only) */
#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_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_ARCHIVE (1<<7) /**< Set to cause it to be saved to vars.rc */
#define FCVAR_NOTIFY (1<<8) /**< Notifies players when changed. */
#define FCVAR_USERINFO (1<<9) /**< Changes the client's info string. */
#define FCVAR_PRINTABLEONLY (1<<10) /**< This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.) */
#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_NEVER_AS_STRING (1<<12) /**< Never try to print that cvar. */
#define FCVAR_REPLICATED (1<<13) /**< Server setting enforced on clients. */
#define FCVAR_CHEAT (1<<14) /**< Only useable in singleplayer / debug / multiplayer & sv_cheats */
#define FCVAR_SS (1<<15) /**< causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated (L4D+) */
#define FCVAR_DEMO (1<<16) /**< Record this cvar when starting a demo file. */
#define FCVAR_DONTRECORD (1<<17) /**< Don't record these command in demo files. */
#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. */
// Deprecated. No logic using these flags ever existed in a released game. They only ever appeared in the first hl2sdk.
const int FCVAR_PLUGIN = 0; // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later.
const int FCVAR_LAUNCHER = (1<<1); // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use.
const int FCVAR_NONE = 0; // The default, no flags at all
const int FCVAR_UNREGISTERED = (1<<0); // If this is set, don't add to linked list, etc.
const int FCVAR_DEVELOPMENTONLY = (1<<1); // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+)
const int FCVAR_GAMEDLL = (1<<2); // Defined by the game DLL.
const int FCVAR_CLIENTDLL = (1<<3); // Defined by the client DLL.
const int FCVAR_MATERIAL_SYSTEM = (1<<4); // Defined by the material system. (EP1-only)
const int FCVAR_HIDDEN = (1<<4); // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+)
const int 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.
const int FCVAR_SPONLY = (1<<6); // This cvar cannot be changed by clients connected to a multiplayer server.
const int FCVAR_ARCHIVE = (1<<7); // Set to cause it to be saved to vars.rc
const int FCVAR_NOTIFY = (1<<8); // Notifies players when changed.
const int FCVAR_USERINFO = (1<<9); // Changes the client's info string.
const int FCVAR_PRINTABLEONLY = (1<<10); // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.)
const int 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
const int FCVAR_NEVER_AS_STRING = (1<<12); // Never try to print that cvar.
const int FCVAR_REPLICATED = (1<<13); // Server setting enforced on clients.
const int FCVAR_CHEAT = (1<<14); // Only useable in singleplayer / debug / multiplayer & sv_cheats
const int FCVAR_SS = (1<<15); // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated (L4D+)
const int FCVAR_DEMO = (1<<16); // Record this cvar when starting a demo file.
const int FCVAR_DONTRECORD = (1<<17); // Don't record these command in demo files.
const int FCVAR_SS_ADDED = (1<<18); // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+)
const int FCVAR_RELEASE = (1<<19); // Cvars tagged with this are the only cvars avaliable to customers (L4D+)
const int FCVAR_RELOAD_MATERIALS = (1<<20); // If this cvar changes, it forces a material reload (OB+)
const int FCVAR_RELOAD_TEXTURES = (1<<21); // If this cvar changes, if forces a texture reload (OB+)
const int FCVAR_NOT_CONNECTED = (1<<22); // Cvar cannot be changed by a client that is connected to a server.
const int FCVAR_MATERIAL_SYSTEM_THREAD = (1<<23); // Indicates this cvar is read from the material system thread (OB+)
const int FCVAR_ARCHIVE_XBOX = (1<<24); // Cvar written to config.cfg on the Xbox.
const int FCVAR_ARCHIVE_GAMECONSOLE = (1<<24); // Cvar written to config.cfg on the Xbox.
const int FCVAR_ACCESSIBLE_FROM_THREADS = (1<<25); // used as a debugging tool necessary to check material system thread convars (OB+)
const int FCVAR_SERVER_CAN_EXECUTE = (1<<28); // the server is allowed to execute this command on clients via
// ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+)
const int 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).
const int FCVAR_CLIENTCMD_CAN_EXECUTE = (1<<30); // IVEngineClient::ClientCmd is allowed to execute this command.
// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
/**
* @endsection