r5sdk/r5dev/tier0/cvar.cpp
Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* 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!).
2021-12-25 22:36:38 +01:00

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2.4 KiB
C++

#include "core/stdafx.h"
#include "tier0/cvar.h"
#include "tier0/IConVar.h"
#include "engine/sys_dll2.h"
//-------------------------------------------------------------------------
// ENGINE |
ConVar* cm_debug_cmdquery = new ConVar();
ConVar* cm_return_false_cmdquery_all = new ConVar();
ConVar* cm_return_false_cmdquery_dev_cheat = new ConVar();
//-------------------------------------------------------------------------
// SERVER |
ConVar* sv_showconnecting = new ConVar();
//-------------------------------------------------------------------------
// CLIENT |
ConVar* cl_drawconsoleoverlay = new ConVar();
ConVar* cl_consoleoverlay_lines = new ConVar();
ConVar* cl_consoleoverlay_offset_x = new ConVar();
ConVar* cl_consoleoverlay_offset_y = new ConVar();
//-------------------------------------------------------------------------
// FILESYSTEM |
ConVar* fs_warning_level_native = new ConVar();
ConVar* fs_packedstore_entryblock_stats = new ConVar();
//-------------------------------------------------------------------------
// MATERIALSYSTEM |
ConVar* mat_showdxoutput = new ConVar();
//-------------------------------------------------------------------------
// SQUIRREL |
ConVar* sq_showrsonloading = new ConVar();
ConVar* sq_showscriptloading = new ConVar();
ConVar* sq_showvmoutput = new ConVar();
ConVar* sq_showvmwarning = new ConVar();
//-------------------------------------------------------------------------
// NETCHANNEL |
ConVar* net_userandomkey = new ConVar();
ConVar* r5net_matchmaking_hostname = new ConVar();
ConVar* r5net_show_debug = new ConVar();
///////////////////////////////////////////////////////////////////////////////
CCVar* g_pCvar = reinterpret_cast<CCVar*>(p_CEngineAPI_Connect.FindPatternSelf("48 8D 0D", ADDRESS::Direction::DOWN, 40).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr());