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* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
41 lines
2.4 KiB
C++
41 lines
2.4 KiB
C++
#include "core/stdafx.h"
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#include "tier0/cvar.h"
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#include "tier0/IConVar.h"
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#include "engine/sys_dll2.h"
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//-------------------------------------------------------------------------
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// ENGINE |
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ConVar* cm_debug_cmdquery = new ConVar();
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ConVar* cm_return_false_cmdquery_all = new ConVar();
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ConVar* cm_return_false_cmdquery_dev_cheat = new ConVar();
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//-------------------------------------------------------------------------
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// SERVER |
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ConVar* sv_showconnecting = new ConVar();
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//-------------------------------------------------------------------------
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// CLIENT |
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ConVar* cl_drawconsoleoverlay = new ConVar();
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ConVar* cl_consoleoverlay_lines = new ConVar();
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ConVar* cl_consoleoverlay_offset_x = new ConVar();
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ConVar* cl_consoleoverlay_offset_y = new ConVar();
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//-------------------------------------------------------------------------
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// FILESYSTEM |
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ConVar* fs_warning_level_native = new ConVar();
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ConVar* fs_packedstore_entryblock_stats = new ConVar();
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//-------------------------------------------------------------------------
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// MATERIALSYSTEM |
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ConVar* mat_showdxoutput = new ConVar();
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//-------------------------------------------------------------------------
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// SQUIRREL |
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ConVar* sq_showrsonloading = new ConVar();
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ConVar* sq_showscriptloading = new ConVar();
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ConVar* sq_showvmoutput = new ConVar();
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ConVar* sq_showvmwarning = new ConVar();
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//-------------------------------------------------------------------------
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// NETCHANNEL |
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ConVar* net_userandomkey = new ConVar();
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ConVar* r5net_matchmaking_hostname = new ConVar();
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ConVar* r5net_show_debug = new ConVar();
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///////////////////////////////////////////////////////////////////////////////
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CCVar* g_pCvar = reinterpret_cast<CCVar*>(p_CEngineAPI_Connect.FindPatternSelf("48 8D 0D", ADDRESS::Direction::DOWN, 40).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr());
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