113 lines
3.8 KiB
C++
113 lines
3.8 KiB
C++
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "game.h"
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#include "physics.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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void MapCycleFileChangedCallback( IConVar *var, const char *pOldString, float flOldValue )
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{
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if ( Q_stricmp( pOldString, mapcyclefile.GetString() ) != 0 )
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{
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if ( GameRules() )
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{
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// For multiplayer games, forces the mapcyclefile to be reloaded
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GameRules()->ResetMapCycleTimeStamp();
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}
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}
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}
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ConVar displaysoundlist( "displaysoundlist","0" );
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ConVar mapcyclefile( "mapcyclefile", "mapcycle.txt", FCVAR_NONE, "Name of the .txt file used to cycle the maps on multiplayer servers ", MapCycleFileChangedCallback );
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ConVar servercfgfile( "servercfgfile","server.cfg" );
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#if defined(_X360)
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ConVar lservercfgfile( "lservercfgfile","listenserver360.cfg" );
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#else
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ConVar lservercfgfile( "lservercfgfile","listenserver.cfg" );
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#endif
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// multiplayer server rules
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ConVar teamplay( "mp_teamplay","0", FCVAR_NOTIFY );
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ConVar fraglimit( "mp_fraglimit","0", FCVAR_NOTIFY );
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ConVar falldamage( "mp_falldamage","0", FCVAR_NOTIFY );
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ConVar weaponstay( "mp_weaponstay","0", FCVAR_NOTIFY );
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ConVar forcerespawn( "mp_forcerespawn","1", FCVAR_NOTIFY );
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ConVar footsteps( "mp_footsteps","1", FCVAR_NOTIFY );
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ConVar flashlight( "mp_flashlight","0", FCVAR_NOTIFY );
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ConVar aimcrosshair( "mp_autocrosshair","1", FCVAR_NOTIFY );
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ConVar decalfrequency( "decalfrequency","10", FCVAR_NOTIFY );
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ConVar teamlist( "mp_teamlist","hgrunt;scientist", FCVAR_NOTIFY );
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ConVar teamoverride( "mp_teamoverride","1" );
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ConVar defaultteam( "mp_defaultteam","0" );
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ConVar allowNPCs( "mp_allowNPCs","1", FCVAR_NOTIFY );
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// Engine Cvars
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const ConVar *g_pDeveloper = NULL;
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ConVar suitvolume( "suitvolume", "0.25", FCVAR_ARCHIVE );
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class CGameDLL_ConVarAccessor : public IConCommandBaseAccessor
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{
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public:
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virtual bool RegisterConCommandBase( ConCommandBase *pCommand )
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{
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// Remember "unlinked" default value for replicated cvars
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bool replicated = pCommand->IsFlagSet( FCVAR_REPLICATED );
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const char *defvalue = NULL;
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if ( replicated && !pCommand->IsCommand() )
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{
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defvalue = ( ( ConVar * )pCommand)->GetDefault();
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}
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// Link to engine's list instead
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cvar->RegisterConCommand( pCommand );
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// Apply any command-line values.
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const char *pValue = cvar->GetCommandLineValue( pCommand->GetName() );
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if( pValue )
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{
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if ( !pCommand->IsCommand() )
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{
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( ( ConVar * )pCommand )->SetValue( pValue );
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}
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}
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else
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{
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// NOTE: If not overridden at the command line, then if it's a replicated cvar, make sure that it's
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// value is the server's value. This solves a problem where think_limit is defined in shared
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// code but the value is inside and #if defined( _DEBUG ) block and if you have a debug game .dll
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// and a release client, then the limiit was coming from the client even though the server value
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// was the one that was important during debugging. Now the server trumps the client value for
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// replicated ConVars by setting the value here after the ConVar has been linked.
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if ( replicated && defvalue && !pCommand->IsCommand() )
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{
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ConVar *var = ( ConVar * )pCommand;
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var->SetValue( defvalue );
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}
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}
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return true;
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}
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};
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static CGameDLL_ConVarAccessor g_ConVarAccessor;
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// Register your console variables here
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// This gets called one time when the game is initialied
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void InitializeCvars( void )
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{
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// Register cvars here:
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ConVar_Register( FCVAR_GAMEDLL, &g_ConVarAccessor );
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g_pDeveloper = cvar->FindVar( "developer" );
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}
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