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);
///
/// If true, the admin overlay will be displayed in the old style (showing only "ANTAG")
///
public static readonly CVarDef AdminOverlayClassic =
CVarDef.Create("ui.admin_overlay_classic", false, 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 players starting position.
///
public static readonly CVarDef AdminOverlayStartingJob =
CVarDef.Create("ui.admin_overlay_starting_job", true, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// If true, the admin window player tab will show different antag symbols for each role type
///
public static readonly CVarDef AdminPlayerlistSeparateSymbols =
CVarDef.Create("ui.admin_playerlist_separate_symbols", false, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// If true, characters with antag role types will have their names colored by their role type
///
public static readonly CVarDef AdminPlayerlistHighlightedCharacterColor =
CVarDef.Create("ui.admin_playerlist_highlighted_character_color", true, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// If true, the Role Types column will be colored
///
public static readonly CVarDef AdminPlayerlistRoleTypeColor =
CVarDef.Create("ui.admin_playerlist_role_type_color", true, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// If true, the admin overlay will show antag symbols
///
public static readonly CVarDef AdminOverlaySymbols =
CVarDef.Create("ui.admin_overlay_symbols", true, 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);
}