/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
#pragma once
#if !defined(CVARDEF_H)
#define CVARDEF_H

#define FCVAR_ARCHIVE	(1<<0)	// set to cause it to be saved to vars.rc
#define FCVAR_USERINFO	(1<<1)	// changes the client's info string
#define FCVAR_SERVER	(1<<2)	// notifies players when changed
#define FCVAR_EXTDLL	(1<<3)	// defined by external DLL
#define FCVAR_CLIENTDLL	(1<<4)	// defined by the client dll
#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_PRINTABLEONLY	(1<<7)	// This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
#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
#define FCVAR_NOEXTRAWHITEPACE (1<<9)  // strip trailing/leading white space from this cvar

typedef struct cvar_s
{
	const char	*name;
	const char	*string;
	int		flags;
	float		value;
	struct cvar_s	*next;
} cvar_t;

#endif//CVARDEF_H