diff options
Diffstat (limited to 'NorthstarDLL/shared/misccommands.cpp')
-rw-r--r-- | NorthstarDLL/shared/misccommands.cpp | 374 |
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) |