hl2_src-leak-2017/src/game/server/game.cpp
BotoX 60f625f414 import hl2_src from full.7z
source: magnet:?xt=urn:btih:21DDA6847DDE983F2F8063739249D2D1D09A5DDA
2020-12-25 16:26:23 +01:00

112 lines
3.6 KiB
C++

//========= 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" );
}