/*** * * Copyright (c) 1996-2001, 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. * ****/ #ifndef CVARDEF_H #define CVARDEF_H #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 typedef struct cvar_s { const char *name; const char *string; int flags; float value; struct cvar_s *next; } cvar_t; #endif