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); }