//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "game.h" #include "physics.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" void MapCycleFileChangedCallback( IConVar *var, const char *pOldString, float flOldValue ) { if ( Q_stricmp( pOldString, mapcyclefile.GetString() ) != 0 ) { if ( GameRules() ) { // For multiplayer games, forces the mapcyclefile to be reloaded GameRules()->ResetMapCycleTimeStamp(); } } } ConVar displaysoundlist( "displaysoundlist","0" ); ConVar mapcyclefile( "mapcyclefile", "mapcycle.txt", FCVAR_NONE, "Name of the .txt file used to cycle the maps on multiplayer servers ", MapCycleFileChangedCallback ); ConVar servercfgfile( "servercfgfile","server.cfg" ); ConVar lservercfgfile( "lservercfgfile","listenserver.cfg" ); // multiplayer server rules ConVar teamplay( "mp_teamplay","0", FCVAR_NOTIFY ); ConVar falldamage( "mp_falldamage","0", FCVAR_NOTIFY ); ConVar weaponstay( "mp_weaponstay","0", FCVAR_NOTIFY ); ConVar forcerespawn( "mp_forcerespawn","1", FCVAR_NOTIFY ); ConVar footsteps( "mp_footsteps","1", FCVAR_NOTIFY ); #ifdef CSTRIKE ConVar flashlight( "mp_flashlight","1", FCVAR_NOTIFY ); #else ConVar flashlight( "mp_flashlight","0", FCVAR_NOTIFY ); #endif ConVar aimcrosshair( "mp_autocrosshair","1", FCVAR_NOTIFY ); ConVar decalfrequency( "decalfrequency","10", FCVAR_NOTIFY ); ConVar teamlist( "mp_teamlist","hgrunt;scientist", FCVAR_NOTIFY ); ConVar teamoverride( "mp_teamoverride","1" ); ConVar defaultteam( "mp_defaultteam","0" ); ConVar allowNPCs( "mp_allowNPCs","1", FCVAR_NOTIFY ); // Engine Cvars const ConVar *g_pDeveloper = NULL; ConVar suitvolume( "suitvolume", "0.25", FCVAR_ARCHIVE ); class CGameDLL_ConVarAccessor : public IConCommandBaseAccessor { public: virtual bool RegisterConCommandBase( ConCommandBase *pCommand ) { // Remember "unlinked" default value for replicated cvars bool replicated = pCommand->IsFlagSet( FCVAR_REPLICATED ); const char *defvalue = NULL; if ( replicated && !pCommand->IsCommand() ) { defvalue = ( ( ConVar * )pCommand)->GetDefault(); } // Link to engine's list instead cvar->RegisterConCommand( pCommand ); // Apply any command-line values. const char *pValue = cvar->GetCommandLineValue( pCommand->GetName() ); if( pValue ) { if ( !pCommand->IsCommand() ) { ( ( ConVar * )pCommand )->SetValue( pValue ); } } else { // NOTE: If not overridden at the command line, then if it's a replicated cvar, make sure that it's // value is the server's value. This solves a problem where think_limit is defined in shared // code but the value is inside and #if defined( _DEBUG ) block and if you have a debug game .dll // and a release client, then the limiit was coming from the client even though the server value // was the one that was important during debugging. Now the server trumps the client value for // replicated ConVars by setting the value here after the ConVar has been linked. if ( replicated && defvalue && !pCommand->IsCommand() ) { ConVar *var = ( ConVar * )pCommand; var->SetValue( defvalue ); } } return true; } }; static CGameDLL_ConVarAccessor g_ConVarAccessor; // Register your console variables here // This gets called one time when the game is initialied void InitializeCvars( void ) { // Register cvars here: ConVar_Register( FCVAR_GAMEDLL, &g_ConVarAccessor ); g_pDeveloper = cvar->FindVar( "developer" ); }