#ifndef ICONVAR_H #define ICONVAR_H //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class IConVar; class CCommand; //----------------------------------------------------------------------------- // Command to ConVars and ConCommands //----------------------------------------------------------------------------- // ConVar systems #define FCVAR_NONE 0 // The default, no flags at all #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 usable 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 available 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) // 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. #define FCVAR_MATERIAL_THREAD_MASK ( FCVAR_RELOAD_MATERIALS | FCVAR_RELOAD_TEXTURES | FCVAR_MATERIAL_SYSTEM_THREAD ) /* class ConVar : ConCommandBase, IConVar; [MI] (#classinformer) dq offset ? ? _R4ConVar@@6B@; const ConVar::`RTTI Complete Object Locator' dq offset ??_G__ExceptionPtr@@QEAAPEAXI@Z_0; 0 Index dq offset sub_1401F9930 dq offset loc_14046FE90 dq offset ConVar__AddFlags dq offset ConVar__RemoveFlags dq offset sub_14046FEA0 dq offset loc_14046FF70 dq offset ConVar__GetHelpString dq offset sub_14046FEC0 dq offset sub_14046FEE0 dq offset ConVar__IsRegistered dq offset ConVar__GetDllIdentifier dq offset sub_14046F3F0 dq offset sub_14046F470 dq offset ConVar__InternalSetFloatValue; The one below also does something similar dq offset sub_140470340 dq offset sub_140470420; Seems to be InternalSetInt below maybe ? dq offset sub_140470510 dq offset nullsub dq offset sub_140470300 dq offset sub_1404701A0 dq offset RegisterConVar; #STR: "Convar '%s' is flagged as both FCVAR_ARCHIVE and FCVAR_ARC */ //----------------------------------------------------------------------------- // Called when a ConCommand needs to execute //----------------------------------------------------------------------------- typedef void (*FnCommandCallbackV1_t)(void); typedef void (*FnCommandCallback_t)(const CCommand& command); #define COMMAND_COMPLETION_MAXITEMS 128 #define COMMAND_COMPLETION_ITEM_LENGTH 128 #define COMMAND_COMPLETION_MARKER -1 //----------------------------------------------------------------------------- // Returns 0 to COMMAND_COMPLETION_MAXITEMS worth of completion strings //----------------------------------------------------------------------------- typedef int (*FnCommandCompletionCallback)(const char* partial, char commands[COMMAND_COMPLETION_MAXITEMS][COMMAND_COMPLETION_ITEM_LENGTH]); //----------------------------------------------------------------------------- // Interface version //----------------------------------------------------------------------------- class ICommandCallback { public: virtual void CommandCallback(const CCommand& command) = 0; }; class ICommandCompletionCallback { public: //virtual int CommandCompletionCallback(const char* pPartial, CUtlVector< CUtlString > &commands) = 0; }; //----------------------------------------------------------------------------- // Called when a ConVar changes value // NOTE: For FCVAR_NEVER_AS_STRING ConVars, pOldValue == NULL //----------------------------------------------------------------------------- typedef void (*FnChangeCallback_t)(IConVar* var, const char* pOldValue, float flOldValue); //----------------------------------------------------------------------------- // Abstract interface for ConVars //----------------------------------------------------------------------------- abstract_class IConVar { public: virtual ~IConVar() { }; // Value set virtual void SetValue(const char* pValue) = 0; virtual void SetValue(float flValue) = 0; virtual void SetValue(int nValue) = 0; // Original name 'GetName'. Renamed due to name ambiguity // as we are not implementing it in ConVar, we are just // interfacing it with the game executable. virtual const char* GetCommandName(void) const = 0; // Return name of command (usually == GetName(), except in case of FCVAR_SS_ADDED vars virtual const char* GetBaseName(void) const = 0; // Accessors.. not as efficient as using GetState()/GetInfo() // if you call these methods multiple times on the same IConVar virtual bool IsConVarFlagSet(int nFlag) const = 0; // Original name 'IsFlagSet'. Renamed for same reason as 'GetName'. virtual int GetSplitScreenPlayerSlot() const = 0; }; struct ConVarFlagsToString_t { int m_nFlag; const char* m_pszDesc; }; inline ConVarFlagsToString_t g_PrintConVarFlags[] = { { FCVAR_NONE, "none" }, { FCVAR_UNREGISTERED, "unregistered" }, { FCVAR_DEVELOPMENTONLY, "development_only" }, { FCVAR_GAMEDLL, "game" }, { FCVAR_CLIENTDLL, "client" }, { FCVAR_HIDDEN, "hidden" }, { FCVAR_PROTECTED, "protected" }, { FCVAR_SPONLY, "singleplayer" }, { FCVAR_ARCHIVE, "archive" }, { FCVAR_NOTIFY, "notify" }, { FCVAR_USERINFO, "userinfo" }, { FCVAR_PRINTABLEONLY, "printable_only" }, { FCVAR_UNLOGGED, "unlogged" }, { FCVAR_NEVER_AS_STRING, "never_as_string" }, { FCVAR_REPLICATED, "replicated" }, { FCVAR_CHEAT, "cheat" }, { FCVAR_SS, "splitscreen" }, { FCVAR_DEMO, "demo" }, { FCVAR_DONTRECORD, "dont_record" }, { FCVAR_SS_ADDED, "splitscreen_added" }, { FCVAR_RELEASE, "release" }, { FCVAR_RELOAD_MATERIALS, "reload_materials" }, { FCVAR_RELOAD_TEXTURES, "reload_textures" }, { FCVAR_NOT_CONNECTED, "not_connected" }, { FCVAR_MATERIAL_SYSTEM_THREAD, "materialsystem_thread" }, { FCVAR_ARCHIVE_PLAYERPROFILE, "playerprofile" }, { FCVAR_SERVER_CAN_EXECUTE, "server_can_execute" }, { FCVAR_SERVER_CANNOT_QUERY, "server_cannot_query" }, { FCVAR_CLIENTCMD_CAN_EXECUTE, "clientcmd_can_execute" }, }; #endif // ICONVAR_H