* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player * fix(src): Add configure classic admin owerlay * fix * antag status indication rework * the cvars are free, you can just take them * update playerlist on cvar change * more overlay options * tweak(src): Use _antagLabelClassic and tweak style * tweak(src): Add config display overlay for startingJob and playTime * tweak(src): Vector2 is replaced by var * tweak(src): return to the end of the list * add new option checkboxes * passing ConfigurationManager through constructor, some format changes * made sorting values more futureproof * comments * labels * no point commenting this out when the overlay stack PR will uncomment it again anyway * sorting prototype * localize symbols because why not * symmetry * Revert "localize symbols because why not" This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60. * layout and formatting stuff * fix errant space --------- Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>
82 lines
3.4 KiB
C#
82 lines
3.4 KiB
C#
using Robust.Shared.Configuration;
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namespace Content.Shared.CCVar;
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public sealed partial class CCVars
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{
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/// <summary>
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/// The sound played when clicking a UI button
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/// </summary>
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public static readonly CVarDef<string> UIClickSound =
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CVarDef.Create("interface.click_sound", "/Audio/UserInterface/click.ogg", CVar.REPLICATED);
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/// <summary>
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/// The sound played when the mouse hovers over a clickable UI element
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/// </summary>
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public static readonly CVarDef<string> UIHoverSound =
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CVarDef.Create("interface.hover_sound", "/Audio/UserInterface/hover.ogg", CVar.REPLICATED);
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/// <summary>
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/// The layout style of the UI
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/// </summary>
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public static readonly CVarDef<string> UILayout =
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CVarDef.Create("ui.layout", "Default", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The dimensions for the chat window in Default UI mode
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/// </summary>
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public static readonly CVarDef<string> DefaultScreenChatSize =
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CVarDef.Create("ui.default_chat_size", "", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The width of the chat panel in Separated UI mode
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/// </summary>
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public static readonly CVarDef<string> SeparatedScreenChatSize =
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CVarDef.Create("ui.separated_chat_size", "0.6,0", CVar.CLIENTONLY | CVar.ARCHIVE);
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public static readonly CVarDef<bool> OutlineEnabled =
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CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
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/// <summary>
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/// If true, the admin overlay will be displayed in the old style (showing only "ANTAG")
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/// </summary>
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public static readonly CVarDef<bool> AdminOverlayClassic =
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CVarDef.Create("ui.admin_overlay_classic", false, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// If true, the admin overlay will display the total time of the players
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/// </summary>
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public static readonly CVarDef<bool> AdminOverlayPlaytime =
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CVarDef.Create("ui.admin_overlay_playtime", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// If true, the admin overlay will display the players starting position.
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/// </summary>
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public static readonly CVarDef<bool> AdminOverlayStartingJob =
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CVarDef.Create("ui.admin_overlay_starting_job", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// If true, the admin window player tab will show different antag symbols for each role type
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/// </summary>
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public static readonly CVarDef<bool> AdminPlayerlistSeparateSymbols =
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CVarDef.Create("ui.admin_playerlist_separate_symbols", false, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// If true, characters with antag role types will have their names colored by their role type
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/// </summary>
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public static readonly CVarDef<bool> AdminPlayerlistHighlightedCharacterColor =
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CVarDef.Create("ui.admin_playerlist_highlighted_character_color", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// If true, the Role Types column will be colored
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/// </summary>
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public static readonly CVarDef<bool> AdminPlayerlistRoleTypeColor =
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CVarDef.Create("ui.admin_playerlist_role_type_color", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// If true, the admin overlay will show antag symbols
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/// </summary>
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public static readonly CVarDef<bool> AdminOverlaySymbols =
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CVarDef.Create("ui.admin_overlay_symbols", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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}
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