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-rw-r--r--NorthstarDedicatedTest/convar.h96
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diff --git a/NorthstarDedicatedTest/convar.h b/NorthstarDedicatedTest/convar.h
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+#pragma once
+
+// taken directly from iconvar.h
+
+// The default, no flags at all
+#define FCVAR_NONE 0
+
+// Command to ConVars and ConCommands
+// ConVar Systems
+#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.
+#define FCVAR_GAMEDLL (1<<2) // defined by the game DLL
+#define FCVAR_CLIENTDLL (1<<3) // defined by the client DLL
+#define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or auto complete. Like DEVELOPMENTONLY, but can't be compiled out.
+
+// ConVar only
+#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_GAMEDLL_FOR_REMOTE_CLIENTS (1<<10) // When on concommands this allows remote clients to execute this cmd on the server.
+ // We are changing the default behavior of concommands to disallow execution by remote clients without
+ // this flag due to the number existing concommands that can lag or crash the server when clients abuse them.
+
+#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
+
+// It's a ConVar that's shared between the client and the server.
+// At signon, the values of all such ConVars are sent from the server to the client (skipped for local
+// client, of course )
+// If a change is requested it must come from the console (i.e., no remote client changes)
+// If a value is changed while a server is active, it's replicated to all connected clients
+#define FCVAR_REPLICATED (1<<13) // server setting enforced on clients, TODO rename to FCAR_SERVER at some time
+#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
+#define FCVAR_DEMO (1<<16) // record this cvar when starting a demo file
+#define FCVAR_DONTRECORD (1<<17) // don't record these command in demofiles
+#define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players
+#define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars avaliable to customers
+#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload
+#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload
+
+#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
+#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // cvar written to config.cfg on the Xbox
+
+#define FCVAR_SERVER_CAN_EXECUTE (1<<28)// the server is allowed to execute this command on clients via ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd.
+#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.
+
+#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars
+// #define FCVAR_AVAILABLE (1<<26)
+// #define FCVAR_AVAILABLE (1<<27)
+// #define FCVAR_AVAILABLE (1<<31)
+
+// still need to map out functions and that for this, would be nice to be able to get actual values out of these in native
+// also i sure do hope this size is right because there's a fairly decent chance it isn't
+class ConVar
+{
+private:
+ // if there are ever crashes caused by modifying custom cvars, check this
+ unsigned char unknown[0x88];
+public:
+ virtual void EngineDestructor(void) {}
+ virtual bool IsCommand(void) const { return false; }
+ virtual bool IsFlagSet(int flag) { return false; }
+ virtual void AddFlags(int flags) {}
+ virtual void RemoveFlags(int flags) {}
+ virtual int GetFlags() const { return 0; }
+ virtual const char* GetName(void) const { return nullptr; }
+ virtual const char* GetHelpText(void) const { return nullptr; }
+ virtual bool IsRegistered(void) const { return false; }
+};
+
+class ICvar
+{
+public:
+ struct VTable
+ {
+ void* unknown[10];
+ void(*UnregisterConCommand) (ICvar* cvar, ConCommand* pCommandBase);
+ void* unknown2[28];
+ ConVar*(*FindVar)(const char* var_name);
+ };
+
+ VTable* m_vtable;
+};
+
+
+ConVar* RegisterConVar(const char* name, const char* defaultValue, int flags, const char* helpString);
+void InitialiseConVars(HMODULE baseAddress); \ No newline at end of file