r5sdk/r5dev/common/global.h
Kawe Mazidjatari 661874025f Engine: add functionality to run game without the platform system
Unbind the game from the platform system, which is useful when developing for or debugging the game. This was supposed to make it into the SDK back in 2021, but wasn't due to the ability to spoof usernames. This is no longer possible on servers requiring authentication as the player's name is actually checked along with the Nucleus ID.
2024-06-01 11:52:54 +02:00

141 lines
4.0 KiB
C

#ifndef GLOBAL_H
#define GLOBAL_H
//-------------------------------------------------------------------------
// ENGINE |
extern ConVar* single_frame_shutdown_for_reload;
extern ConVar* old_gather_props;
extern ConVar* enable_debug_overlays;
extern ConVar* debug_draw_box_depth_test;
extern ConVar* developer;
extern ConVar* fps_max;
extern ConVar* fps_max_vsync;
#ifndef DEDICATED
extern ConVar* in_syncRT;
#endif // !DEDICATED
extern ConVar* base_tickinterval_sp;
extern ConVar* base_tickinterval_mp;
extern ConVar* staticProp_no_fade_scalar;
extern ConVar* staticProp_gather_size_weight;
extern ConVar* model_defaultFadeDistScale;
extern ConVar* model_defaultFadeDistMin;
extern ConVar* ip_cvar;
extern ConVar* hostname;
extern ConVar* hostip;
extern ConVar* hostport;
extern ConVar* host_hasIrreversibleShutdown;
extern ConVar* host_timescale;
extern ConVar* mp_gamemode;
#ifndef DEDICATED
extern ConVar* r_visualizetraces;
extern ConVar* r_visualizetraces_duration;
#endif // !DEDICATED
extern ConVar* stream_overlay;
extern ConVar* stream_overlay_mode;
//-------------------------------------------------------------------------
// SHARED |
extern ConVar* eula_version;
extern ConVar* eula_version_accepted;
extern ConVar* language_cvar;
extern ConVar* voice_noxplat;
extern ConVar* platform_user_id;
#ifndef DEDICATED
extern ConVar* name_cvar;
#endif // !DEDICATED
//-------------------------------------------------------------------------
// SERVER |
#ifndef CLIENT_DLL
extern ConVar* ai_script_nodes_draw;
extern ConVar* sv_forceChatToTeamOnly;
extern ConVar* sv_single_core_dedi;
extern ConVar* sv_maxunlag;
extern ConVar* sv_lagpushticks;
extern ConVar* sv_clockcorrection_msecs;
extern ConVar* sv_updaterate_sp;
extern ConVar* sv_updaterate_mp;
extern ConVar* sv_showhitboxes;
extern ConVar* sv_stats;
extern ConVar* sv_voiceEcho;
extern ConVar* sv_voiceenable;
extern ConVar* sv_alltalk;
extern ConVar* sv_clampPlayerFrameTime;
extern ConVar* playerframetimekick_margin;
extern ConVar* playerframetimekick_decayrate;
extern ConVar* player_userCmdsQueueWarning;
extern ConVar* player_disallow_negative_frametime;
#endif // CLIENT_DLL
extern ConVar* sv_cheats;
extern ConVar* sv_visualizetraces;
extern ConVar* sv_visualizetraces_duration;
extern ConVar* bhit_enable;
//-------------------------------------------------------------------------
// CLIENT |
#ifndef DEDICATED
extern ConVar* cl_threaded_bone_setup;
extern ConVar* origin_disconnectWhenOffline;
extern ConVar* discord_updatePresence;
#endif // !DEDICATED
//-------------------------------------------------------------------------
// FILESYSTEM |
extern ConVar* fs_showAllReads;
//-------------------------------------------------------------------------
// NETCHANNEL |
extern ConVar* net_usesocketsforloopback;
extern ConVar* net_data_block_enabled;
extern ConVar* net_datablock_networkLossForSlowSpeed;
extern ConVar* net_compressDataBlock;
extern ConVar* net_showmsg;
extern ConVar* net_blockmsg;
extern ConVar* net_showpeaks;
extern ConVar ssl_verify_peer;
extern ConVar curl_timeout;
extern ConVar curl_debug;
//-------------------------------------------------------------------------
// RUI |
#ifndef DEDICATED
extern ConVar* rui_defaultDebugFontFace;
#endif // !DEDICATED
//-------------------------------------------------------------------------
// MILES |
#ifndef DEDICATED
extern ConVar* miles_language;
#endif
void ConVar_InitShipped(void);
void ConVar_PurgeShipped(void);
void ConVar_PurgeHostNames(void);
void ConCommand_InitShipped(void);
void ConCommand_PurgeShipped(void);
#endif // GLOBAL_H