Converted back to defines. Added deprecation notices on FCVAR_PLUGIN and FCVAR_LAUNCHERONLY.
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@ -59,46 +59,47 @@ enum ReplySource
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* for each constant come directly from the Source SDK.
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* for each constant come directly from the Source SDK.
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*/
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*/
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// Deprecated. No logic using these flags ever existed in a released game. They only ever appeared in the first hl2sdk.
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#pragma deprecated No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.
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const int FCVAR_PLUGIN = 0; // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later.
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#define FCVAR_PLUGIN 0 // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later.
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const int FCVAR_LAUNCHER = (1<<1); // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use.
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#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.)
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#define FCVAR_LAUNCHER (1<<1) // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use.
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const int FCVAR_NONE = 0; // The default, no flags at all
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#define FCVAR_NONE 0 // The default, no flags at all
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const int FCVAR_UNREGISTERED = (1<<0); // If this is set, don't add to linked list, etc.
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#define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc.
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const int FCVAR_DEVELOPMENTONLY = (1<<1); // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+)
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#define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+)
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const int FCVAR_GAMEDLL = (1<<2); // Defined by the game DLL.
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#define FCVAR_GAMEDLL (1<<2) // Defined by the game DLL.
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const int FCVAR_CLIENTDLL = (1<<3); // Defined by the client DLL.
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#define FCVAR_CLIENTDLL (1<<3) // Defined by the client DLL.
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const int FCVAR_MATERIAL_SYSTEM = (1<<4); // Defined by the material system. (EP1-only)
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#define FCVAR_MATERIAL_SYSTEM (1<<4) // Defined by the material system. (EP1-only)
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const int FCVAR_HIDDEN = (1<<4); // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+)
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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.1 (OB+)
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const int FCVAR_PROTECTED = (1<<5); // It's a server cvar, but we don't send the data since it's a password, etc.
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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.
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// Sends 1 if it's not bland/zero, 0 otherwise as value.
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// Sends 1 if it's not bland/zero, 0 otherwise as value.
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const int FCVAR_SPONLY = (1<<6); // This cvar cannot be changed by clients connected to a multiplayer server.
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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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const int FCVAR_ARCHIVE = (1<<7); // Set to cause it to be saved to vars.rc
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#define FCVAR_ARCHIVE (1<<7) // Set to cause it to be saved to vars.rc
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const int FCVAR_NOTIFY = (1<<8); // Notifies players when changed.
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#define FCVAR_NOTIFY (1<<8) // Notifies players when changed.
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const int FCVAR_USERINFO = (1<<9); // Changes the client's info string.
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#define FCVAR_USERINFO (1<<9) // Changes the client's info string.
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const int 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_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.)
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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
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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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const int FCVAR_NEVER_AS_STRING = (1<<12); // Never try to print that cvar.
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#define FCVAR_NEVER_AS_STRING (1<<12) // Never try to print that cvar.
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const int FCVAR_REPLICATED = (1<<13); // Server setting enforced on clients.
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#define FCVAR_REPLICATED (1<<13) // Server setting enforced on clients.
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const int FCVAR_CHEAT = (1<<14); // Only useable in singleplayer / debug / multiplayer & sv_cheats
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#define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats
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const int FCVAR_SS = (1<<15); // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated (L4D+)
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#define FCVAR_SS (1<<15) // causes varnameN where N 2 through max splitscreen slots for mod to be autogenerated (L4D+)
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const int FCVAR_DEMO = (1<<16); // Record this cvar when starting a demo file.
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#define FCVAR_DEMO (1<<16) // Record this cvar when starting a demo file.
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const int FCVAR_DONTRECORD = (1<<17); // Don't record these command in demo files.
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#define FCVAR_DONTRECORD (1<<17) // Don't record these command in demo files.
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const int FCVAR_SS_ADDED = (1<<18); // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+)
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#define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+)
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const int FCVAR_RELEASE = (1<<19); // Cvars tagged with this are the only cvars avaliable to customers (L4D+)
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#define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars avaliable to customers (L4D+)
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const int FCVAR_RELOAD_MATERIALS = (1<<20); // If this cvar changes, it forces a material reload (OB+)
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#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload (OB+)
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const int FCVAR_RELOAD_TEXTURES = (1<<21); // If this cvar changes, if forces a texture reload (OB+)
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#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload (OB+)
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const int FCVAR_NOT_CONNECTED = (1<<22); // Cvar cannot be changed by a client that is connected to a server.
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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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const int FCVAR_MATERIAL_SYSTEM_THREAD = (1<<23); // Indicates this cvar is read from the material system thread (OB+)
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#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread (OB+)
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const int FCVAR_ARCHIVE_XBOX = (1<<24); // Cvar written to config.cfg on the Xbox.
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#define FCVAR_ARCHIVE_XBOX (1<<24) // Cvar written to config.cfg on the Xbox.
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const int FCVAR_ARCHIVE_GAMECONSOLE = (1<<24); // Cvar written to config.cfg on the Xbox.
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#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // Cvar written to config.cfg on the Xbox.
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const int FCVAR_ACCESSIBLE_FROM_THREADS = (1<<25); // used as a debugging tool necessary to check material system thread convars (OB+)
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#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars (OB+)
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const int FCVAR_SERVER_CAN_EXECUTE = (1<<28); // the server is allowed to execute this command on clients via
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#define FCVAR_SERVER_CAN_EXECUTE (1<<28) // the server is allowed to execute this command on clients via
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// ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+)
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// ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+)
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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
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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
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// IServerPluginHelpers::StartQueryCvarValue).
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// IServerPluginHelpers::StartQueryCvarValue).
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const int FCVAR_CLIENTCMD_CAN_EXECUTE = (1<<30); // IVEngineClient::ClientCmd is allowed to execute this command.
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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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// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
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/**
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/**
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