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Diffstat (limited to 'NorthstarDLL/shared/misccommands.cpp')
-rw-r--r--NorthstarDLL/shared/misccommands.cpp374
1 files changed, 187 insertions, 187 deletions
diff --git a/NorthstarDLL/shared/misccommands.cpp b/NorthstarDLL/shared/misccommands.cpp
index 5d9ced99..ae3903bd 100644
--- a/NorthstarDLL/shared/misccommands.cpp
+++ b/NorthstarDLL/shared/misccommands.cpp
@@ -113,30 +113,30 @@ void ConCommand_cvar_reset(const CCommand& arg)
void AddMiscConCommands()
{
RegisterConCommand(
- "force_newgame",
- ConCommand_force_newgame,
- "forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
- FCVAR_NONE);
+ "force_newgame",
+ ConCommand_force_newgame,
+ "forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
+ FCVAR_NONE);
RegisterConCommand(
- "ns_start_reauth_and_leave_to_lobby",
- ConCommand_ns_start_reauth_and_leave_to_lobby,
- "called by the server, used to reauth and return the player to lobby when leaving a game",
- FCVAR_SERVER_CAN_EXECUTE);
+ "ns_start_reauth_and_leave_to_lobby",
+ ConCommand_ns_start_reauth_and_leave_to_lobby,
+ "called by the server, used to reauth and return the player to lobby when leaving a game",
+ FCVAR_SERVER_CAN_EXECUTE);
// this is a concommand because we make a deferred call to it from another thread
RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE);
RegisterConCommand(
- "cvar_setdefaultvalue",
- ConCommand_cvar_setdefaultvalue,
- "overwrites the default value of a cvar, for use with script and cvar_reset",
- FCVAR_NONE);
+ "cvar_setdefaultvalue",
+ ConCommand_cvar_setdefaultvalue,
+ "overwrites the default value of a cvar, for use with script and cvar_reset",
+ FCVAR_NONE);
RegisterConCommand(
- "cvar_setvalueanddefaultvalue",
- ConCommand_cvar_setvalueanddefaultvalue,
- "overwrites the current value and default value of a cvar, for use with script and cvar_reset",
- FCVAR_NONE);
+ "cvar_setvalueanddefaultvalue",
+ ConCommand_cvar_setvalueanddefaultvalue,
+ "overwrites the current value and default value of a cvar, for use with script and cvar_reset",
+ FCVAR_NONE);
RegisterConCommand("cvar_reset", ConCommand_cvar_reset, "resets a cvar's value to its default value", FCVAR_NONE);
}
@@ -184,185 +184,185 @@ void FixupCvarFlags()
// array of cvars and the flags we want to add to them
const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_ADD_FLAGS = {
- // system commands (i.e. necessary for proper functionality)
- // servers need to be able to disconnect
- {"disconnect", FCVAR_SERVER_CAN_EXECUTE},
-
- // cheat commands
- {"give", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"give_server", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"givecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"takecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
-
- {"switchclass", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"set", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"_setClassVarServer", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
-
- {"ent_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"ent_throw", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"ent_setname", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"ent_teleport", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"ent_remove", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"ent_remove_all", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"ent_fire", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
-
- {"particle_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"particle_recreate", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"particle_kill", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
-
- {"test_setteam", 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},
+ // system commands (i.e. necessary for proper functionality)
+ // servers need to be able to disconnect
+ {"disconnect", FCVAR_SERVER_CAN_EXECUTE},
+
+ // cheat commands
+ {"give", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"give_server", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"givecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"takecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ {"switchclass", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"set", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"_setClassVarServer", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ {"ent_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_throw", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_setname", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_teleport", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_remove", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_remove_all", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_fire", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ {"particle_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"particle_recreate", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"particle_kill", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ {"test_setteam", 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 = {
- // unsure how this command works, not even sure it's used on retail servers, deffo shouldn't be used on northstar
- {"migrateme", FCVAR_SERVER_CAN_EXECUTE | FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
- {"recheck", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // we don't need this on northstar servers, it's for communities
-
- // 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},
-
- // 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
- {"mat_colorcorrection", FCVAR_DEVELOPMENTONLY},
- {"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},
-
- {"save_enable", 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},
+ // unsure how this command works, not even sure it's used on retail servers, deffo shouldn't be used on northstar
+ {"migrateme", FCVAR_SERVER_CAN_EXECUTE | FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"recheck", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // we don't need this on northstar servers, it's for communities
+
+ // 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},
+
+ // 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
+ {"mat_colorcorrection", FCVAR_DEVELOPMENTONLY},
+ {"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},
+
+ {"save_enable", 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*, const char*>> 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
+ {"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)