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-rw-r--r--NorthstarDLL/dedicated.cpp2
-rw-r--r--NorthstarDLL/misccommands.cpp155
2 files changed, 155 insertions, 2 deletions
diff --git a/NorthstarDLL/dedicated.cpp b/NorthstarDLL/dedicated.cpp
index 251e2437..7d9bc42a 100644
--- a/NorthstarDLL/dedicated.cpp
+++ b/NorthstarDLL/dedicated.cpp
@@ -224,6 +224,7 @@ ON_DLL_LOAD_DEDI_RELIESON("engine.dll", DedicatedServer, ServerPresence, (CModul
Tier0::CommandLine()->AppendParm("-nomessagebox", 0);
Tier0::CommandLine()->AppendParm("+host_preload_shaders", "0");
Tier0::CommandLine()->AppendParm("+net_usesocketsforloopback", "1");
+ Tier0::CommandLine()->AppendParm("+community_frame_run", "0");
// use presence reporter for console title
DedicatedConsoleServerPresence* presenceReporter = new DedicatedConsoleServerPresence;
@@ -274,6 +275,7 @@ void, __fastcall, (void* sqvm))
PrintSquirrelError(sqvm);
// close dedicated server if a fatal error is hit
+ // atm, this will crash if not aborted, so this just closes more gracefully
static ConVar* Cvar_fatal_script_errors = g_pCVar->FindVar("fatal_script_errors");
if (Cvar_fatal_script_errors->GetBool())
abort();
diff --git a/NorthstarDLL/misccommands.cpp b/NorthstarDLL/misccommands.cpp
index ea832de6..06cf1f41 100644
--- a/NorthstarDLL/misccommands.cpp
+++ b/NorthstarDLL/misccommands.cpp
@@ -134,7 +134,16 @@ void FixupCvarFlags()
{"particle_kill", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"test_setteam", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"melee_lunge_ent", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}};
+ {"melee_lunge_ent", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ // fcvars that should be cheats
+ {"net_ignoreAllSnapshots", FCVAR_CHEAT},
+ {"highlight_draw", FCVAR_CHEAT},
+ // these should potentially be replicated rather than cheat, like sv_footsteps is
+ // however they're defined on client, so can't make replicated atm sadly
+ {"cl_footstep_event_max_dist", FCVAR_CHEAT},
+ {"cl_footstep_event_max_dist_titan", FCVAR_CHEAT},
+ };
// array of cvars and the flags we want to remove from them
const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_REMOVE_FLAGS = {
@@ -144,7 +153,136 @@ void FixupCvarFlags()
// unsure how these work exactly (rpt system likely somewhat stripped?), removing anyway since they won't be used
{"rpt_client_enable", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"rpt_password", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}};
+ {"rpt_password", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ // these are devonly by default but should be modifyable
+ // NOTE: not all of these may actually do anything or work properly in practice
+ // network settings
+ {"cl_updaterate_mp", FCVAR_DEVELOPMENTONLY},
+ {"cl_updaterate_sp", FCVAR_DEVELOPMENTONLY},
+ {"clock_bias_sp", FCVAR_DEVELOPMENTONLY},
+ {"clock_bias_mp", FCVAR_DEVELOPMENTONLY},
+ {"cl_interpolate", FCVAR_DEVELOPMENTONLY}, // super duper ultra fucks anims if changed
+ {"cl_interpolateSoAllAnimsLoop", FCVAR_DEVELOPMENTONLY},
+ {"cl_cmdrate", FCVAR_DEVELOPMENTONLY},
+ {"cl_cmdbackup", FCVAR_DEVELOPMENTONLY},
+ {"rate", FCVAR_DEVELOPMENTONLY},
+ {"net_minroutable", FCVAR_DEVELOPMENTONLY},
+ {"net_maxroutable", FCVAR_DEVELOPMENTONLY},
+ {"net_lerpFields", FCVAR_DEVELOPMENTONLY},
+ {"net_ignoreAllSnapshots", FCVAR_DEVELOPMENTONLY},
+ {"net_chokeloop", FCVAR_DEVELOPMENTONLY},
+ {"sv_unlag", FCVAR_DEVELOPMENTONLY},
+ {"sv_maxunlag", FCVAR_DEVELOPMENTONLY},
+ {"sv_lagpushticks", FCVAR_DEVELOPMENTONLY},
+ {"sv_instancebaselines", FCVAR_DEVELOPMENTONLY},
+ {"sv_voiceEcho", FCVAR_DEVELOPMENTONLY},
+ {"net_compresspackets", FCVAR_DEVELOPMENTONLY},
+ {"net_compresspackets_minsize", FCVAR_DEVELOPMENTONLY},
+ {"net_verifyEncryption", FCVAR_DEVELOPMENTONLY}, // unsure if functional in retail
+
+ // gameplay settings
+ {"vel_samples", FCVAR_DEVELOPMENTONLY},
+ {"vel_sampleFrequency", FCVAR_DEVELOPMENTONLY},
+ {"sv_friction", FCVAR_DEVELOPMENTONLY},
+ {"sv_stopspeed", FCVAR_DEVELOPMENTONLY},
+ {"sv_airaccelerate", FCVAR_DEVELOPMENTONLY},
+ {"sv_forceGrapplesToFail", FCVAR_DEVELOPMENTONLY},
+ {"sv_maxvelocity", FCVAR_DEVELOPMENTONLY},
+ {"sv_footsteps", FCVAR_DEVELOPMENTONLY},
+ // these 2 are flagged as CHEAT above, could be made REPLICATED later potentially
+ {"cl_footstep_event_max_dist", FCVAR_DEVELOPMENTONLY},
+ {"cl_footstep_event_max_dist_titan", FCVAR_DEVELOPMENTONLY},
+ {"sv_balanceTeams", FCVAR_DEVELOPMENTONLY},
+ {"rodeo_enable", FCVAR_DEVELOPMENTONLY},
+ {"sv_forceRodeoToFail", FCVAR_DEVELOPMENTONLY},
+ {"player_find_rodeo_target_per_cmd", FCVAR_DEVELOPMENTONLY}, // todo test before merge
+ {"hud_takesshots", FCVAR_DEVELOPMENTONLY}, // very likely does not work but would be cool if it did
+
+ {"cam_collision", FCVAR_DEVELOPMENTONLY},
+ {"cam_idealdelta", FCVAR_DEVELOPMENTONLY},
+ {"cam_ideallag", FCVAR_DEVELOPMENTONLY},
+
+ // graphics/visual settings
+ {"r_hbaoRadius", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoDepthMax", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoBlurSharpness", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoIntensity", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoBias", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoDistanceLerp", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoBlurRadius", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoExponent", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoDepthFadePctDefault", FCVAR_DEVELOPMENTONLY},
+ {"r_drawscreenspaceparticles", FCVAR_DEVELOPMENTONLY},
+ {"ui_loadingscreen_fadeout_time", FCVAR_DEVELOPMENTONLY},
+ {"ui_loadingscreen_fadein_time", FCVAR_DEVELOPMENTONLY},
+ {"ui_loadingscreen_transition_time", FCVAR_DEVELOPMENTONLY},
+ {"ui_loadingscreen_mintransition_time", FCVAR_DEVELOPMENTONLY},
+ // these 2 could be FCVAR_CHEAT, i guess?
+ {"cl_draw_player_model", FCVAR_DEVELOPMENTONLY},
+ {"cl_always_draw_3p_player", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_neutral", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_ally", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_ally_cb1", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_ally_cb2", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_ally_cb3", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_enemy", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_enemy_cb1", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_enemy_cb2", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_enemy_cb3", FCVAR_DEVELOPMENTONLY},
+ {"playerListPartyColorR", FCVAR_DEVELOPMENTONLY},
+ {"playerListPartyColorG", FCVAR_DEVELOPMENTONLY},
+ {"playerListPartyColorB", FCVAR_DEVELOPMENTONLY},
+ {"playerListUseFriendColor", FCVAR_DEVELOPMENTONLY},
+ {"fx_impact_neutral", FCVAR_DEVELOPMENTONLY},
+ {"fx_impact_ally", FCVAR_DEVELOPMENTONLY},
+ {"fx_impact_enemy", FCVAR_DEVELOPMENTONLY},
+ {"hitch_alert_color", FCVAR_DEVELOPMENTONLY},
+ {"particles_cull_all", FCVAR_DEVELOPMENTONLY},
+ {"particles_cull_dlights", FCVAR_DEVELOPMENTONLY},
+ {"map_settings_override", FCVAR_DEVELOPMENTONLY},
+ {"highlight_draw", FCVAR_DEVELOPMENTONLY},
+
+ // sys/engine settings
+ {"sleep_when_meeting_framerate", FCVAR_DEVELOPMENTONLY},
+ {"sleep_when_meeting_framerate_headroom_ms", FCVAR_DEVELOPMENTONLY},
+ {"not_focus_sleep", FCVAR_DEVELOPMENTONLY},
+ {"sp_not_focus_pause", FCVAR_DEVELOPMENTONLY},
+ {"joy_requireFocus", FCVAR_DEVELOPMENTONLY},
+
+ {"host_thread_mode", FCVAR_DEVELOPMENTONLY},
+ {"phys_enable_simd_optimizations", FCVAR_DEVELOPMENTONLY},
+ {"phys_enable_experimental_optimizations", FCVAR_DEVELOPMENTONLY},
+
+ {"community_frame_run", FCVAR_DEVELOPMENTONLY},
+ {"sv_single_core_dedi", FCVAR_DEVELOPMENTONLY},
+ {"sv_stressbots", FCVAR_DEVELOPMENTONLY},
+
+ {"fatal_script_errors", FCVAR_DEVELOPMENTONLY},
+ {"fatal_script_errors_client", FCVAR_DEVELOPMENTONLY},
+ {"fatal_script_errors_server", FCVAR_DEVELOPMENTONLY},
+ {"script_error_on_midgame_load", FCVAR_DEVELOPMENTONLY}, // idk what this is
+
+ {"ai_ainRebuildOnMapStart", FCVAR_DEVELOPMENTONLY},
+
+ // cheat commands
+ {"switchclass", FCVAR_DEVELOPMENTONLY},
+ {"set", FCVAR_DEVELOPMENTONLY},
+ {"_setClassVarServer", FCVAR_DEVELOPMENTONLY},
+
+ // reparse commands
+ {"aisettings_reparse", FCVAR_DEVELOPMENTONLY},
+ {"aisettings_reparse_client", FCVAR_DEVELOPMENTONLY},
+ {"damagedefs_reparse", FCVAR_DEVELOPMENTONLY},
+ {"damagedefs_reparse_client", FCVAR_DEVELOPMENTONLY},
+ {"playerSettings_reparse", FCVAR_DEVELOPMENTONLY},
+ {"_playerSettings_reparse_Server", FCVAR_DEVELOPMENTONLY},
+ };
+
+ const std::vector<std::tuple<const char*, int>> CVAR_FIXUP_DEFAULT_VALUES = {
+ {"sv_stressbots", 0}, // not currently used but this is probably a bad default if we get bots working
+ {"cl_pred_optimize", 0} // fixes issues with animation prediction in thirdperson
+ };
for (auto& fixup : CVAR_FIXUP_ADD_FLAGS)
{
@@ -159,4 +297,17 @@ void FixupCvarFlags()
if (command)
command->m_nFlags &= ~std::get<1>(fixup);
}
+
+ for (auto& fixup : CVAR_FIXUP_DEFAULT_VALUES)
+ {
+ ConVar* cvar = R2::g_pCVar->FindVar(std::get<0>(fixup));
+ if (cvar && !strcmp(cvar->GetString(), cvar->m_pszDefaultValue))
+ {
+ cvar->SetValue(std::get<1>(fixup));
+
+ int nLen = strlen(cvar->GetString());
+ cvar->m_pszDefaultValue = new char[nLen];
+ memcpy((void*)cvar->m_pszDefaultValue, cvar->GetString(), nLen + 1);
+ }
+ }
}