halflife-photomode/common/cvardef.h

41 lines
2.1 KiB
C

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#pragma once
#define FCVAR_ARCHIVE (1 << 0) // set to cause it to be saved to vars.rc
#define FCVAR_USERINFO (1 << 1) // changes the client's info string
#define FCVAR_SERVER (1 << 2) // notifies players when changed
#define FCVAR_EXTDLL (1 << 3) // defined by external DLL
#define FCVAR_CLIENTDLL (1 << 4) // defined by the client dll
#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_PRINTABLEONLY (1 << 7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
#define FCVAR_UNLOGGED (1 << 8) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
#define FCVAR_NOEXTRAWHITEPACE (1 << 9) // strip trailing/leading white space from this cvar
#define FCVAR_PRIVILEGED (1 << 10) // Not queryable/settable by unprivileged sources
#define FCVAR_FILTERSTUFFTEXT (1 << 11) // Not queryable/settable if unprivileged and filterstufftext is enabled
#define FCVAR_FILTERCHARS (1 << 12) // This cvar's string will be filtered for 'bad' characters (e.g. ';', '\n')
#define FCVAR_NOBADPATHS (1 << 13) // This cvar's string cannot contain file paths that are above the current directory
typedef struct cvar_s
{
const char* name;
//Technically this should be non-const but that only matters to engine code
const char* string;
int flags;
float value;
struct cvar_s* next;
} cvar_t;