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37 lines
1.5 KiB
37 lines
1.5 KiB
9 years ago
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef CVARDEF_H
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#define CVARDEF_H
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#define FCVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
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#define FCVAR_USERINFO (1<<1) // changes the client's info string
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#define FCVAR_SERVER (1<<2) // notifies players when changed
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#define FCVAR_EXTDLL (1<<3) // defined by external DLL
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#define FCVAR_CLIENTDLL (1<<4) // defined by the client dll
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#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
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#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
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#define FCVAR_PRINTABLEONLY (1<<7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
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#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
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typedef struct cvar_s
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{
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char *name;
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char *string;
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int flags;
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float value;
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struct cvar_s *next;
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} cvar_t;
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#endif//CVARDEF_H
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