Cleanup: Fix formatting in `CCVars.Game` (#35483)

Cleanup
This commit is contained in:
Winkarst
2025-02-25 02:42:15 +03:00
committed by GitHub
parent 309d21bb4c
commit 1e435822c7

View File

@@ -5,391 +5,390 @@ namespace Content.Shared.CCVar;
public sealed partial class CCVars public sealed partial class CCVars
{ {
/// <summary> /// <summary>
/// Disables most functionality in the GameTicker. /// Disables most functionality in the GameTicker.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY); GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary> /// <summary>
/// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen. /// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE); GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE);
/// <summary> /// <summary>
/// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds. /// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds.
/// </summary> /// </summary>
public static readonly CVarDef<int> public static readonly CVarDef<int>
GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE); GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE);
/// <summary> /// <summary>
/// Controls if players can latejoin at all. /// Controls if players can latejoin at all.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY); GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary> /// <summary>
/// Controls the default game preset. /// Controls the default game preset.
/// </summary> /// </summary>
public static readonly CVarDef<string> public static readonly CVarDef<string>
GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE); GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
/// <summary> /// <summary>
/// Controls if the game can force a different preset if the current preset's criteria are not met. /// Controls if the game can force a different preset if the current preset's criteria are not met.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE); GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE);
/// <summary> /// <summary>
/// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled. /// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
/// </summary> /// </summary>
public static readonly CVarDef<string> public static readonly CVarDef<string>
GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE); GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE);
/// <summary> /// <summary>
/// Controls if people can win the game in Suspicion or Deathmatch. /// Controls if people can win the game in Suspicion or Deathmatch.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE); GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE);
/// <summary> /// <summary>
/// Controls the maximum number of character slots a player is allowed to have. /// Controls the maximum number of character slots a player is allowed to have.
/// </summary> /// </summary>
public static readonly CVarDef<int> public static readonly CVarDef<int>
GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY); GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary> /// <summary>
/// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps. /// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
/// </summary> /// </summary>
public static readonly CVarDef<string> public static readonly CVarDef<string>
GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY); GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Controls whether to use world persistence or not. /// Controls whether to use world persistence or not.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE); UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE);
/// <summary> /// <summary>
/// If world persistence is used, what map prototype should be initially loaded. /// If world persistence is used, what map prototype should be initially loaded.
/// If the save file exists, it replaces MapPath but everything else stays the same (station name and such). /// If the save file exists, it replaces MapPath but everything else stays the same (station name and such).
/// </summary> /// </summary>
public static readonly CVarDef<string> public static readonly CVarDef<string>
PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE); PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE);
/// <summary> /// <summary>
/// Prototype to use for map pool. /// Prototype to use for map pool.
/// </summary> /// </summary>
public static readonly CVarDef<string> public static readonly CVarDef<string>
GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY); GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY);
/// <summary> /// <summary>
/// The depth of the queue used to calculate which map is next in rotation. /// The depth of the queue used to calculate which map is next in rotation.
/// This is how long the game "remembers" that some map was put in play. Default is 16 rounds. /// This is how long the game "remembers" that some map was put in play. Default is 16 rounds.
/// </summary> /// </summary>
public static readonly CVarDef<int> public static readonly CVarDef<int>
GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY); GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Is map rotation enabled? /// Is map rotation enabled?
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY); GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY);
/// <summary> /// <summary>
/// If roles should be restricted based on time. /// If roles should be restricted based on time.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED); GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED);
/// <summary> /// <summary>
/// Override default role requirements using a <see cref="JobRequirementOverridePrototype"/> /// Override default role requirements using a <see cref="JobRequirementOverridePrototype"/>
/// </summary> /// </summary>
public static readonly CVarDef<string> public static readonly CVarDef<string>
GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED); GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED);
/// <summary> /// <summary>
/// If roles should be restricted based on whether or not they are whitelisted. /// If roles should be restricted based on whether or not they are whitelisted.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED); GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED);
/// <summary> /// <summary>
/// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect. /// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect.
/// </summary> /// </summary>
public static readonly CVarDef<bool> public static readonly CVarDef<bool>
GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED); GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED);
/// <summary> /// <summary>
/// When enabled, guests will be assigned permanent UIDs and will have their preferences stored. /// When enabled, guests will be assigned permanent UIDs and will have their preferences stored.
/// </summary> /// </summary>
public static readonly CVarDef<bool> GamePersistGuests = public static readonly CVarDef<bool> GamePersistGuests =
CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY); CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
public static readonly CVarDef<bool> GameDiagonalMovement = public static readonly CVarDef<bool> GameDiagonalMovement =
CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE); CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
public static readonly CVarDef<int> SoftMaxPlayers = public static readonly CVarDef<int> SoftMaxPlayers =
CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE); CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE);
/// <summary> /// <summary>
/// If a player gets denied connection to the server, /// If a player gets denied connection to the server,
/// how long they are forced to wait before attempting to reconnect. /// how long they are forced to wait before attempting to reconnect.
/// </summary> /// </summary>
public static readonly CVarDef<int> GameServerFullReconnectDelay = public static readonly CVarDef<int> GameServerFullReconnectDelay =
CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY); CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Whether or not panic bunker is currently enabled. /// Whether or not panic bunker is currently enabled.
/// </summary> /// </summary>
public static readonly CVarDef<bool> PanicBunkerEnabled = public static readonly CVarDef<bool> PanicBunkerEnabled =
CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER); CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
/// <summary> /// <summary>
/// Whether or not the panic bunker will disable when an admin comes online. /// Whether or not the panic bunker will disable when an admin comes online.
/// </summary> /// </summary>
public static readonly CVarDef<bool> PanicBunkerDisableWithAdmins = public static readonly CVarDef<bool> PanicBunkerDisableWithAdmins =
CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY); CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Whether or not the panic bunker will enable when no admins are online. /// Whether or not the panic bunker will enable when no admins are online.
/// This counts everyone with the 'Admin' AdminFlag. /// This counts everyone with the 'Admin' AdminFlag.
/// </summary> /// </summary>
public static readonly CVarDef<bool> PanicBunkerEnableWithoutAdmins = public static readonly CVarDef<bool> PanicBunkerEnableWithoutAdmins =
CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY); CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Whether or not the panic bunker will count deadminned admins for /// Whether or not the panic bunker will count deadminned admins for
/// <see cref="PanicBunkerDisableWithAdmins"/> and /// <see cref="PanicBunkerDisableWithAdmins"/> and
/// <see cref="PanicBunkerEnableWithoutAdmins"/> /// <see cref="PanicBunkerEnableWithoutAdmins"/>
/// </summary> /// </summary>
public static readonly CVarDef<bool> PanicBunkerCountDeadminnedAdmins = public static readonly CVarDef<bool> PanicBunkerCountDeadminnedAdmins =
CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY); CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Show reason of disconnect for user or not. /// Show reason of disconnect for user or not.
/// </summary> /// </summary>
public static readonly CVarDef<bool> PanicBunkerShowReason = public static readonly CVarDef<bool> PanicBunkerShowReason =
CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY); CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Minimum age of the account (from server's PoV, so from first-seen date) in minutes. /// Minimum age of the account (from server's PoV, so from first-seen date) in minutes.
/// </summary> /// </summary>
public static readonly CVarDef<int> PanicBunkerMinAccountAge = public static readonly CVarDef<int> PanicBunkerMinAccountAge =
CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY); CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Minimal overall played time. /// Minimal overall played time.
/// </summary> /// </summary>
public static readonly CVarDef<int> PanicBunkerMinOverallMinutes = public static readonly CVarDef<int> PanicBunkerMinOverallMinutes =
CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY); CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY);
/// <summary> /// <summary>
/// A custom message that will be used for connections denied to the panic bunker /// A custom message that will be used for connections denied to the panic bunker
/// If not empty, then will overwrite <see cref="PanicBunkerShowReason"/> /// If not empty, then will overwrite <see cref="PanicBunkerShowReason"/>
/// </summary> /// </summary>
public static readonly CVarDef<string> PanicBunkerCustomReason = public static readonly CVarDef<string> PanicBunkerCustomReason =
CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY); CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Allow bypassing the panic bunker if the user is whitelisted. /// Allow bypassing the panic bunker if the user is whitelisted.
/// </summary> /// </summary>
public static readonly CVarDef<bool> BypassBunkerWhitelist = public static readonly CVarDef<bool> BypassBunkerWhitelist =
CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY); CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Enable IPIntel for blocking VPN connections from new players. /// Enable IPIntel for blocking VPN connections from new players.
/// </summary> /// </summary>
public static readonly CVarDef<bool> GameIPIntelEnabled = public static readonly CVarDef<bool> GameIPIntelEnabled =
CVarDef.Create("game.ipintel_enabled", false, CVar.SERVERONLY); CVarDef.Create("game.ipintel_enabled", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Whether clients which are flagged as a VPN will be denied /// Whether clients which are flagged as a VPN will be denied
/// </summary> /// </summary>
public static readonly CVarDef<bool> GameIPIntelRejectBad = public static readonly CVarDef<bool> GameIPIntelRejectBad =
CVarDef.Create("game.ipintel_reject_bad", true, CVar.SERVERONLY); CVarDef.Create("game.ipintel_reject_bad", true, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Whether clients which cannot be checked due to a rate limit will be denied /// Whether clients which cannot be checked due to a rate limit will be denied
/// </summary> /// </summary>
public static readonly CVarDef<bool> GameIPIntelRejectRateLimited = public static readonly CVarDef<bool> GameIPIntelRejectRateLimited =
CVarDef.Create("game.ipintel_reject_ratelimited", false, CVar.SERVERONLY); CVarDef.Create("game.ipintel_reject_ratelimited", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Whether clients which cannot be checked due to an error of some form will be denied /// Whether clients which cannot be checked due to an error of some form will be denied
/// </summary> /// </summary>
public static readonly CVarDef<bool> GameIPIntelRejectUnknown = public static readonly CVarDef<bool> GameIPIntelRejectUnknown =
CVarDef.Create("game.ipintel_reject_unknown", false, CVar.SERVERONLY); CVarDef.Create("game.ipintel_reject_unknown", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Should an admin message be made if the connection got rejected cause of ipintel? /// Should an admin message be made if the connection got rejected cause of ipintel?
/// </summary> /// </summary>
public static readonly CVarDef<bool> GameIPIntelAlertAdminReject = public static readonly CVarDef<bool> GameIPIntelAlertAdminReject =
CVarDef.Create("game.ipintel_alert_admin_rejected", false, CVar.SERVERONLY); CVarDef.Create("game.ipintel_alert_admin_rejected", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// A contact email to be sent along with the request. Required by IPIntel /// A contact email to be sent along with the request. Required by IPIntel
/// </summary> /// </summary>
public static readonly CVarDef<string> GameIPIntelEmail = public static readonly CVarDef<string> GameIPIntelEmail =
CVarDef.Create("game.ipintel_contact_email", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL); CVarDef.Create("game.ipintel_contact_email", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
/// <summary> /// <summary>
/// The URL to IPIntel to make requests to. If you pay for more queries this is what you want to change. /// The URL to IPIntel to make requests to. If you pay for more queries this is what you want to change.
/// </summary> /// </summary>
public static readonly CVarDef<string> GameIPIntelBase = public static readonly CVarDef<string> GameIPIntelBase =
CVarDef.Create("game.ipintel_baseurl", "https://check.getipintel.net", CVar.SERVERONLY); CVarDef.Create("game.ipintel_baseurl", "https://check.getipintel.net", CVar.SERVERONLY);
/// <summary> /// <summary>
/// The flags to use in the request to IPIntel, please look here for more info. https://getipintel.net/free-proxy-vpn-tor-detection-api/#optional_settings /// The flags to use in the request to IPIntel, please look here for more info. https://getipintel.net/free-proxy-vpn-tor-detection-api/#optional_settings
/// Note: Some flags may increase the chances of false positives and request time. The default should be fine for most servers. /// Note: Some flags may increase the chances of false positives and request time. The default should be fine for most servers.
/// </summary> /// </summary>
public static readonly CVarDef<string> GameIPIntelFlags = public static readonly CVarDef<string> GameIPIntelFlags =
CVarDef.Create("game.ipintel_flags", "b", CVar.SERVERONLY); CVarDef.Create("game.ipintel_flags", "b", CVar.SERVERONLY);
/// <summary> /// <summary>
/// Maximum amount of requests per Minute. For free you get 15. /// Maximum amount of requests per Minute. For free you get 15.
/// </summary> /// </summary>
public static readonly CVarDef<int> GameIPIntelMaxMinute = public static readonly CVarDef<int> GameIPIntelMaxMinute =
CVarDef.Create("game.ipintel_request_limit_minute", 15, CVar.SERVERONLY); CVarDef.Create("game.ipintel_request_limit_minute", 15, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Maximum amount of requests per Day. For free you get 500. /// Maximum amount of requests per Day. For free you get 500.
/// </summary> /// </summary>
public static readonly CVarDef<int> GameIPIntelMaxDay = public static readonly CVarDef<int> GameIPIntelMaxDay =
CVarDef.Create("game.ipintel_request_limit_daily", 500, CVar.SERVERONLY); CVarDef.Create("game.ipintel_request_limit_daily", 500, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Amount of seconds to add to the exponential backoff with every failed request. /// Amount of seconds to add to the exponential backoff with every failed request.
/// </summary> /// </summary>
public static readonly CVarDef<int> GameIPIntelBackOffSeconds = public static readonly CVarDef<int> GameIPIntelBackOffSeconds =
CVarDef.Create("game.ipintel_request_backoff_seconds", 30, CVar.SERVERONLY); CVarDef.Create("game.ipintel_request_backoff_seconds", 30, CVar.SERVERONLY);
/// <summary> /// <summary>
/// How much time should pass before we attempt to cleanup the IPIntel table for old ip addresses? /// How much time should pass before we attempt to cleanup the IPIntel table for old ip addresses?
/// </summary> /// </summary>
public static readonly CVarDef<int> GameIPIntelCleanupMins = public static readonly CVarDef<int> GameIPIntelCleanupMins =
CVarDef.Create("game.ipintel_database_cleanup_mins", 15, CVar.SERVERONLY); CVarDef.Create("game.ipintel_database_cleanup_mins", 15, CVar.SERVERONLY);
/// <summary> /// <summary>
/// How long to store results in the cache before they must be retrieved again in days. /// How long to store results in the cache before they must be retrieved again in days.
/// </summary> /// </summary>
public static readonly CVarDef<TimeSpan> GameIPIntelCacheLength = public static readonly CVarDef<TimeSpan> GameIPIntelCacheLength =
CVarDef.Create("game.ipintel_cache_length", TimeSpan.FromDays(7), CVar.SERVERONLY); CVarDef.Create("game.ipintel_cache_length", TimeSpan.FromDays(7), CVar.SERVERONLY);
/// <summary> /// <summary>
/// Amount of playtime in minutes to be exempt from an IP check. 0 to search everyone. 5 hours by default. /// Amount of playtime in minutes to be exempt from an IP check. 0 to search everyone. 5 hours by default.
/// <remarks> /// <remarks>
/// Trust me you want one. /// Trust me you want one.
/// </remarks>> /// </remarks>>
/// </summary> /// </summary>
public static readonly CVarDef<TimeSpan> GameIPIntelExemptPlaytime = public static readonly CVarDef<TimeSpan> GameIPIntelExemptPlaytime =
CVarDef.Create("game.ipintel_exempt_playtime", TimeSpan.FromMinutes(300), CVar.SERVERONLY); CVarDef.Create("game.ipintel_exempt_playtime", TimeSpan.FromMinutes(300), CVar.SERVERONLY);
/// <summary> /// <summary>
/// Rating to reject at. Anything equal to or higher than this will reject the connection. /// Rating to reject at. Anything equal to or higher than this will reject the connection.
/// </summary> /// </summary>
public static readonly CVarDef<float> GameIPIntelBadRating = public static readonly CVarDef<float> GameIPIntelBadRating =
CVarDef.Create("game.ipintel_bad_rating", 0.95f, CVar.SERVERONLY); CVarDef.Create("game.ipintel_bad_rating", 0.95f, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Rating to send an admin warning over, but not reject the connection. Set to 0 to disable /// Rating to send an admin warning over, but not reject the connection. Set to 0 to disable
/// </summary> /// </summary>
public static readonly CVarDef<float> GameIPIntelAlertAdminWarnRating = public static readonly CVarDef<float> GameIPIntelAlertAdminWarnRating =
CVarDef.Create("game.ipintel_alert_admin_warn_rating", 0f, CVar.SERVERONLY); CVarDef.Create("game.ipintel_alert_admin_warn_rating", 0f, CVar.SERVERONLY);
/// <summary> /// <summary>
/// Make people bonk when trying to climb certain objects like tables. /// Make people bonk when trying to climb certain objects like tables.
/// </summary> /// </summary>
public static readonly CVarDef<bool> GameTableBonk = public static readonly CVarDef<bool> GameTableBonk =
CVarDef.Create("game.table_bonk", false, CVar.REPLICATED); CVarDef.Create("game.table_bonk", false, CVar.REPLICATED);
/// <summary> /// <summary>
/// Whether or not status icons are rendered for everyone. /// Whether or not status icons are rendered for everyone.
/// </summary> /// </summary>
public static readonly CVarDef<bool> GlobalStatusIconsEnabled = public static readonly CVarDef<bool> GlobalStatusIconsEnabled =
CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED); CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED);
/// <summary> /// <summary>
/// Whether or not status icons are rendered on this specific client. /// Whether or not status icons are rendered on this specific client.
/// </summary> /// </summary>
public static readonly CVarDef<bool> LocalStatusIconsEnabled = public static readonly CVarDef<bool> LocalStatusIconsEnabled =
CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY); CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY);
/// <summary> /// <summary>
/// Whether or not coordinates on the Debug overlay should only be available to admins. /// Whether or not coordinates on the Debug overlay should only be available to admins.
/// </summary> /// </summary>
public static readonly CVarDef<bool> DebugCoordinatesAdminOnly = public static readonly CVarDef<bool> DebugCoordinatesAdminOnly =
CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED); CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED);
#if EXCEPTION_TOLERANCE #if EXCEPTION_TOLERANCE
/// <summary> /// <summary>
/// Amount of times round start must fail before the server is shut down. /// Amount of times round start must fail before the server is shut down.
/// Set to 0 or a negative number to disable. /// Set to 0 or a negative number to disable.
/// </summary> /// </summary>
public static readonly CVarDef<int> RoundStartFailShutdownCount = public static readonly CVarDef<int> RoundStartFailShutdownCount =
CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER); CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
#endif #endif
/// <summary> /// <summary>
/// Delay between station alert level changes. /// Delay between station alert level changes.
/// </summary> /// </summary>
public static readonly CVarDef<int> GameAlertLevelChangeDelay = public static readonly CVarDef<int> GameAlertLevelChangeDelay =
CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY); CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
/// <summary> /// <summary>
/// The time in seconds that the server should wait before restarting the round. /// The time in seconds that the server should wait before restarting the round.
/// Defaults to 2 minutes. /// Defaults to 2 minutes.
/// </summary> /// </summary>
public static readonly CVarDef<float> RoundRestartTime = public static readonly CVarDef<float> RoundRestartTime =
CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY); CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY);
/// <summary> /// <summary>
/// The prototype to use for secret weights. /// The prototype to use for secret weights.
/// </summary> /// </summary>
public static readonly CVarDef<string> SecretWeightPrototype = public static readonly CVarDef<string> SecretWeightPrototype =
CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY); CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY);
/// <summary> /// <summary>
/// The id of the sound collection to randomly choose a sound from and play when the round ends. /// The id of the sound collection to randomly choose a sound from and play when the round ends.
/// </summary> /// </summary>
public static readonly CVarDef<string> RoundEndSoundCollection = public static readonly CVarDef<string> RoundEndSoundCollection =
CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY); CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
/// <summary> /// <summary>
/// Whether or not to add every player as a global override to PVS at round end. /// Whether or not to add every player as a global override to PVS at round end.
/// This will allow all players to see their clothing in the round screen player list screen, /// This will allow all players to see their clothing in the round screen player list screen,
/// but may cause lag during round end with very high player counts. /// but may cause lag during round end with very high player counts.
/// </summary> /// </summary>
public static readonly CVarDef<bool> RoundEndPVSOverrides = public static readonly CVarDef<bool> RoundEndPVSOverrides =
CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY); CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY);
/// <summary> /// <summary>
/// If true, players can place objects onto tabletop games like chess boards. /// If true, players can place objects onto tabletop games like chess boards.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This feature is currently highly abusable and can easily be used to crash the server, /// This feature is currently highly abusable and can easily be used to crash the server,
/// so it's off by default. /// so it's off by default.
/// </remarks> /// </remarks>
public static readonly CVarDef<bool> GameTabletopPlace = public static readonly CVarDef<bool> GameTabletopPlace =
CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY); CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY);
/// <summary> /// <summary>
/// If true, contraband severity can be viewed in the examine menu /// If true, contraband severity can be viewed in the examine menu
/// </summary> /// </summary>
public static readonly CVarDef<bool> ContrabandExamine = public static readonly CVarDef<bool> ContrabandExamine =
CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED); CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED);
/// <summary> /// <summary>
/// Size of the lookup area for adding entities to the context menu /// Size of the lookup area for adding entities to the context menu
/// </summary> /// </summary>
public static readonly CVarDef<float> GameEntityMenuLookup = public static readonly CVarDef<float> GameEntityMenuLookup =
CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE); CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary>
/// Should the clients window show the server hostname in the title?
/// </summary>
public static readonly CVarDef<bool> GameHostnameInTitlebar =
CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Should the clients window show the server hostname in the title?
/// </summary>
public static readonly CVarDef<bool> GameHostnameInTitlebar =
CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED);
} }