using Robust.Shared.Configuration; namespace Content.Shared.CCVar; public sealed partial class CCVars { public static readonly CVarDef AdminAnnounceLogin = CVarDef.Create("admin.announce_login", true, CVar.SERVERONLY); public static readonly CVarDef AdminAnnounceLogout = CVarDef.Create("admin.announce_logout", true, CVar.SERVERONLY); /// /// The token used to authenticate with the admin API. Leave empty to disable the admin API. This is a secret! Do not share! /// public static readonly CVarDef AdminApiToken = CVarDef.Create("admin.api_token", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL); /// /// Should users be able to see their own notes? Admins will be able to see and set notes regardless /// public static readonly CVarDef SeeOwnNotes = CVarDef.Create("admin.see_own_notes", false, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER); /// /// Should the server play a quick sound to the active admins whenever a new player joins? /// public static readonly CVarDef AdminNewPlayerJoinSound = CVarDef.Create("admin.new_player_join_sound", false, CVar.SERVERONLY); /// /// The amount of days before the note starts fading. It will slowly lose opacity until it reaches stale. Set to 0 to disable. /// public static readonly CVarDef NoteFreshDays = CVarDef.Create("admin.note_fresh_days", 91.31055, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER); /// /// The amount of days before the note completely fades, and can only be seen by admins if they press "see more notes". Set to 0 /// if you want the note to immediately disappear without fading. /// public static readonly CVarDef NoteStaleDays = CVarDef.Create("admin.note_stale_days", 365.2422, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER); /// /// How much time does the user have to wait in seconds before confirming that they saw an admin message? /// public static readonly CVarDef MessageWaitTime = CVarDef.Create("admin.message_wait_time", 3f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER); /// /// Default severity for role bans /// public static readonly CVarDef RoleBanDefaultSeverity = CVarDef.Create("admin.role_ban_default_severity", "medium", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED); /// /// Default severity for department bans /// public static readonly CVarDef DepartmentBanDefaultSeverity = CVarDef.Create("admin.department_ban_default_severity", "medium", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED); /// /// Default severity for server bans /// public static readonly CVarDef ServerBanDefaultSeverity = CVarDef.Create("admin.server_ban_default_severity", "High", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED); /// /// Whether a server ban will ban the player's ip by default. /// public static readonly CVarDef ServerBanIpBanDefault = CVarDef.Create("admin.server_ban_ip_ban_default", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED); /// /// Whether a server ban will ban the player's hardware id by default. /// public static readonly CVarDef ServerBanHwidBanDefault = CVarDef.Create("admin.server_ban_hwid_ban_default", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED); /// /// Whether to use details from last connection for ip/hwid in the BanPanel. /// public static readonly CVarDef ServerBanUseLastDetails = CVarDef.Create("admin.server_ban_use_last_details", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED); /// /// Whether to erase a player's chat messages and their entity from the game when banned. /// public static readonly CVarDef ServerBanErasePlayer = CVarDef.Create("admin.server_ban_erase_player", false, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED); /// /// If true, will reset the last time the player has read the rules. This will mean on their next login they will be shown the rules again. /// public static readonly CVarDef ServerBanResetLastReadRules = CVarDef.Create("admin.server_ban_reset_last_read_rules", true, CVar.ARCHIVE | CVar.SERVER); /// /// Minimum players sharing a connection required to create an alert. -1 to disable the alert. /// /// /// If you set this to 0 or 1 then it will alert on every connection, so probably don't do that. /// public static readonly CVarDef AdminAlertMinPlayersSharingConnection = CVarDef.Create("admin.alert.min_players_sharing_connection", -1, CVar.SERVERONLY); /// /// Minimum explosion intensity to create an admin alert message. -1 to disable the alert. /// public static readonly CVarDef AdminAlertExplosionMinIntensity = CVarDef.Create("admin.alert.explosion_min_intensity", 60, CVar.SERVERONLY); /// /// Minimum particle accelerator strength to create an admin alert message. /// public static readonly CVarDef AdminAlertParticleAcceleratorMinPowerState = CVarDef.Create("admin.alert.particle_accelerator_min_power_state", 5, CVar.SERVERONLY); // strength 4 /// /// Should the ban details in admin channel include PII? (IP, HWID, etc) /// public static readonly CVarDef AdminShowPIIOnBan = CVarDef.Create("admin.show_pii_onban", false, CVar.SERVERONLY); /// /// If an admin joins a round by reading up or using the late join button, automatically /// de-admin them. /// public static readonly CVarDef AdminDeadminOnJoin = CVarDef.Create("admin.deadmin_on_join", false, CVar.SERVERONLY); /// /// Overrides the name the client sees in ahelps. Set empty to disable. /// public static readonly CVarDef AdminAhelpOverrideClientName = CVarDef.Create("admin.override_adminname_in_client_ahelp", string.Empty, CVar.SERVERONLY); /// /// The threshold of minutes to appear as a "new player" in the ahelp menu /// If 0, appearing as a new player is disabled. /// public static readonly CVarDef NewPlayerThreshold = CVarDef.Create("admin.new_player_threshold", 0, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER); /// /// How long an admin client can go without any input before being considered AFK. /// public static readonly CVarDef AdminAfkTime = CVarDef.Create("admin.afk_time", 600f, CVar.SERVERONLY); /// /// If true, admins are able to connect even if /// would otherwise block regular players. /// public static readonly CVarDef AdminBypassMaxPlayers = CVarDef.Create("admin.bypass_max_players", true, CVar.SERVERONLY); /// /// Determines whether admins count towards the total playercount when determining whether the server is over /// Ideally this should be used in conjuction with . /// This also applies to playercount limits in whitelist conditions /// If false, then admins will not be considered when checking whether the playercount is already above the soft player cap /// public static readonly CVarDef AdminsCountForMaxPlayers = CVarDef.Create("admin.admins_count_for_max_players", false, CVar.SERVERONLY); /// /// Should admins be hidden from the player count reported to the launcher/via api? /// This is hub advert safe, in case that's a worry. /// public static readonly CVarDef AdminsCountInReportedPlayerCount = CVarDef.Create("admin.admins_count_in_playercount", false, CVar.SERVERONLY); /// /// Determine if custom rank names are used. /// If it is false, it'd use the actual rank name regardless of the individual's title. /// /// /// public static readonly CVarDef AdminUseCustomNamesAdminRank = CVarDef.Create("admin.use_custom_names_admin_rank", true, CVar.SERVERONLY); public static readonly CVarDef BanHardwareIds = CVarDef.Create("ban.hardware_ids", true, CVar.SERVERONLY); /// /// If true, players are allowed to connect to multiple game servers at once. /// If false, they will be kicked from the first when connecting to another. /// public static readonly CVarDef AdminAllowMultiServerPlay = CVarDef.Create("admin.allow_multi_server_play", true, CVar.SERVERONLY); }