#pragma once #include <set> // 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) class ConCommand; // 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 { public: // if there are ever crashes caused by modifying custom cvars, check this unsigned char unknown[0x40]; char* m_pszString; size_t m_StringLength; float m_fValue; int32_t m_nValue; unsigned char unknown2[0x28]; 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); // offset for this is currently very wrong }; VTable* m_vtable; }; ConVar* RegisterConVar(const char* name, const char* defaultValue, int flags, const char* helpString); void InitialiseConVars(HMODULE baseAddress); extern std::unordered_map<std::string, ConVar*> g_CustomConvars;