#pragma once #include "core/sourceinterface.h" #include "core/math/color.h" #include "cvar.h" #include "concommand.h" // 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_PLAYERPROFILE (1 << 24) // respawn-defined flag, same as FCVAR_ARCHIVE but writes to profile.cfg #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). // !!!NOTE!!! : this is likely incorrect, there are multiple concommands that the vanilla game registers with this flag that 100% should not // be remotely executable i.e. multiple commands that only exist on client (screenshot, joystick_initialize) we now use // FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS in all places this flag was previously used #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 // TODO: could be cool to repurpose these for northstar use somehow? // #define FCVAR_AVAILABLE (1<<26) // #define FCVAR_AVAILABLE (1<<27) // #define FCVAR_AVAILABLE (1<<31) // flag => string stuff const std::multimap g_PrintCommandFlags = { {FCVAR_UNREGISTERED, "UNREGISTERED"}, {FCVAR_DEVELOPMENTONLY, "DEVELOPMENTONLY"}, {FCVAR_GAMEDLL, "GAMEDLL"}, {FCVAR_CLIENTDLL, "CLIENTDLL"}, {FCVAR_HIDDEN, "HIDDEN"}, {FCVAR_PROTECTED, "PROTECTED"}, {FCVAR_SPONLY, "SPONLY"}, {FCVAR_ARCHIVE, "ARCHIVE"}, {FCVAR_NOTIFY, "NOTIFY"}, {FCVAR_USERINFO, "USERINFO"}, // TODO: PRINTABLEONLY and GAMEDLL_FOR_REMOTE_CLIENTS are both 1<<10, one is for vars and one is for commands // this fucking sucks i think {FCVAR_PRINTABLEONLY, "PRINTABLEONLY"}, {FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS, "GAMEDLL_FOR_REMOTE_CLIENTS"}, {FCVAR_UNLOGGED, "UNLOGGED"}, {FCVAR_NEVER_AS_STRING, "NEVER_AS_STRING"}, {FCVAR_REPLICATED, "REPLICATED"}, {FCVAR_CHEAT, "CHEAT"}, {FCVAR_SS, "SS"}, {FCVAR_DEMO, "DEMO"}, {FCVAR_DONTRECORD, "DONTRECORD"}, {FCVAR_SS_ADDED, "SS_ADDED"}, {FCVAR_RELEASE, "RELEASE"}, {FCVAR_RELOAD_MATERIALS, "RELOAD_MATERIALS"}, {FCVAR_RELOAD_TEXTURES, "RELOAD_TEXTURES"}, {FCVAR_NOT_CONNECTED, "NOT_CONNECTED"}, {FCVAR_MATERIAL_SYSTEM_THREAD, "MATERIAL_SYSTEM_THREAD"}, {FCVAR_ARCHIVE_PLAYERPROFILE, "ARCHIVE_PLAYERPROFILE"}, {FCVAR_SERVER_CAN_EXECUTE, "SERVER_CAN_EXECUTE"}, {FCVAR_SERVER_CANNOT_QUERY, "SERVER_CANNOT_QUERY"}, {FCVAR_CLIENTCMD_CAN_EXECUTE, "UNKNOWN"}, {FCVAR_ACCESSIBLE_FROM_THREADS, "ACCESSIBLE_FROM_THREADS"}}; //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class ConCommandBase; class ConCommand; class ConVar; typedef void (*FnChangeCallback_t)(ConVar* var, const char* pOldValue, float flOldValue); //----------------------------------------------------------------------------- // Purpose: A console variable //----------------------------------------------------------------------------- class ConVar { public: ConVar(void) {}; ConVar(const char* pszName, const char* pszDefaultValue, int nFlags, const char* pszHelpString); ConVar( const char* pszName, const char* pszDefaultValue, int nFlags, const char* pszHelpString, bool bMin, float fMin, bool bMax, float fMax, FnChangeCallback_t pCallback); ~ConVar(void); const char* GetBaseName(void) const; const char* GetHelpText(void) const; void AddFlags(int nFlags); void RemoveFlags(int nFlags); bool GetBool(void) const; float GetFloat(void) const; int GetInt(void) const; Color GetColor(void) const; const char* GetString(void) const; bool GetMin(float& flMinValue) const; bool GetMax(float& flMaxValue) const; float GetMinValue(void) const; float GetMaxValue(void) const; bool HasMin(void) const; bool HasMax(void) const; void SetValue(int nValue); void SetValue(float flValue); void SetValue(const char* pszValue); void SetValue(Color clValue); void ChangeStringValue(const char* pszTempValue, float flOldValue); bool SetColorFromString(const char* pszValue); bool ClampValue(float& value); bool IsRegistered(void) const; bool IsCommand(void) const; bool IsFlagSet(int nFlags) const; struct CVValue_t { const char* m_pszString; int64_t m_iStringLength; float m_fValue; int m_nValue; }; ConCommandBase m_ConCommandBase {}; // 0x0000 const char* m_pszDefaultValue {}; // 0x0040 CVValue_t m_Value {}; // 0x0048 bool m_bHasMin {}; // 0x005C float m_fMinVal {}; // 0x0060 bool m_bHasMax {}; // 0x0064 float m_fMaxVal {}; // 0x0068 void* m_pMalloc {}; // 0x0070 char m_pPad80[10] {}; // 0x0080 }; // Size: 0x0080 int ParseConVarFlagsString(std::string modName, std::string flags);