using Robust.Shared.Configuration; namespace Content.Shared.CCVar; public sealed partial class CCVars { /// /// The sound played when clicking a UI button /// public static readonly CVarDef UIClickSound = CVarDef.Create("interface.click_sound", "/Audio/UserInterface/click.ogg", CVar.REPLICATED); /// /// The sound played when the mouse hovers over a clickable UI element /// public static readonly CVarDef UIHoverSound = CVarDef.Create("interface.hover_sound", "/Audio/UserInterface/hover.ogg", CVar.REPLICATED); /// /// The layout style of the UI /// public static readonly CVarDef UILayout = CVarDef.Create("ui.layout", "Default", CVar.CLIENTONLY | CVar.ARCHIVE); /// /// The dimensions for the chat window in Default UI mode /// public static readonly CVarDef DefaultScreenChatSize = CVarDef.Create("ui.default_chat_size", "", CVar.CLIENTONLY | CVar.ARCHIVE); /// /// The width of the chat panel in Separated UI mode /// public static readonly CVarDef SeparatedScreenChatSize = CVarDef.Create("ui.separated_chat_size", "0.6,0", CVar.CLIENTONLY | CVar.ARCHIVE); public static readonly CVarDef OutlineEnabled = CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY); /// /// Determines how antagonist status/roletype is displayed. Based on AdminOverlayAntagFormats enum /// Binary: Roletypes of interest get an "ANTAG" label /// Roletype: Roletypes of interest will have their roletype name displayed in their specific color /// Subtype: Roletypes of interest will have their subtype displayed. if subtype is not set, roletype will be shown. /// public static readonly CVarDef AdminOverlayAntagFormat = CVarDef.Create("ui.admin_overlay_antag_format", "Subtype", CVar.CLIENTONLY | CVar.ARCHIVE); /// /// If true, the admin overlay will display the total time of the players /// public static readonly CVarDef AdminOverlayPlaytime = CVarDef.Create("ui.admin_overlay_playtime", true, CVar.CLIENTONLY | CVar.ARCHIVE); /// /// If true, the admin overlay will display the player's starting role. /// public static readonly CVarDef AdminOverlayStartingJob = CVarDef.Create("ui.admin_overlay_starting_job", true, CVar.CLIENTONLY | CVar.ARCHIVE); /// /// Determines how antagonist status/roletype is displayed Before character names on the Player Tab /// Off: No symbol is shown. /// Basic: The same antag symbol is shown for anyone marked as antag. /// Specific: The roletype-specific symbol is shown for anyone marked as antag. /// public static readonly CVarDef AdminPlayerTabSymbolSetting = CVarDef.Create("ui.admin_player_tab_symbols", "Specific", CVar.CLIENTONLY | CVar.ARCHIVE); /// /// Determines what columns are colorized /// Off: None. /// Character: The character names of "roletypes-of-interest" have their role type's color. /// Roletype: Role types are shown in their respective colors. /// Both: Both characters and role types are colorized. /// public static readonly CVarDef AdminPlayerTabColorSetting = CVarDef.Create("ui.admin_player_tab_color", "Both", CVar.CLIENTONLY | CVar.ARCHIVE); /// /// Determines what's displayed in the Role column - role type, subtype, or both. /// RoleType /// SubType /// RoleTypeSubtype /// SubtypeRoleType /// public static readonly CVarDef AdminPlayerTabRoleSetting = CVarDef.Create("ui.admin_player_tab_role", "Subtype", CVar.CLIENTONLY | CVar.ARCHIVE); /// /// Determines how antagonist status/roletype is displayed. Based on AdminOverlayAntagSymbolStyles enum /// Off: No symbol is shown. /// Basic: The same antag symbol is shown for anyone marked as antag. /// Specific: The roletype-specific symbol is shown for anyone marked as antag. /// public static readonly CVarDef AdminOverlaySymbolStyle = CVarDef.Create("ui.admin_overlay_symbol_style", "Specific", CVar.CLIENTONLY | CVar.ARCHIVE); /// /// The range (in tiles) around the cursor within which the admin overlays of ghosts start to fade out /// public static readonly CVarDef AdminOverlayGhostFadeDistance = CVarDef.Create("ui.admin_overlay_ghost_fade_distance", 6, CVar.CLIENTONLY | CVar.ARCHIVE); /// /// The range (in tiles) around the cursor within which the admin overlays of ghosts disappear /// public static readonly CVarDef AdminOverlayGhostHideDistance = CVarDef.Create("ui.admin_overlay_ghost_hide_distance", 2, CVar.CLIENTONLY | CVar.ARCHIVE); /// /// The maximum range (in tiles) at which admin overlay entries still merge to form a stack /// Recommended to keep under 1, otherwise the overlays of people sitting next to each other will stack /// public static readonly CVarDef AdminOverlayMergeDistance = CVarDef.Create("ui.admin_overlay_merge_distance", 0.33f, CVar.CLIENTONLY | CVar.ARCHIVE); /// /// The maximum size that an overlay stack can reach. Additional overlays will be superimposed over the last one. /// public static readonly CVarDef AdminOverlayStackMax = CVarDef.Create("ui.admin_overlay_stack_max", 3, CVar.CLIENTONLY | CVar.ARCHIVE); }