* ghostbuster mouse and overlay stacks * variable adjustment * use map coords for distance check * vertical stack ordering, and cvars * skreee * fix stack merge 'sidedness' issue * overlays no longer try to stack to overlays at the wrong coordinates * options slider for stack merge distance * admin option sliders for ghost fade/hide * Update AdminOptionsTab.xaml.cs --------- Co-authored-by: ScarKy0 <scarky0@onet.eu>
107 lines
4.7 KiB
C#
107 lines
4.7 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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/// <summary>
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/// The range (in tiles) around the cursor within which the admin overlays of ghosts start to fade out
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/// </summary>
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public static readonly CVarDef<int> AdminOverlayGhostFadeDistance =
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CVarDef.Create("ui.admin_overlay_ghost_fade_distance", 6, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The range (in tiles) around the cursor within which the admin overlays of ghosts disappear
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/// </summary>
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public static readonly CVarDef<int> AdminOverlayGhostHideDistance =
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CVarDef.Create("ui.admin_overlay_ghost_hide_distance", 2, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The maximum range (in tiles) at which admin overlay entries still merge to form a stack
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/// Recommended to keep under 1, otherwise the overlays of people sitting next to each other will stack
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/// </summary>
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public static readonly CVarDef<float> AdminOverlayMergeDistance =
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CVarDef.Create("ui.admin_overlay_merge_distance", 0.33f, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The maximum size that an overlay stack can reach. Additional overlays will be superimposed over the last one.
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/// </summary>
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public static readonly CVarDef<int> AdminOverlayStackMax =
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CVarDef.Create("ui.admin_overlay_stack_max", 3, CVar.CLIENTONLY | CVar.ARCHIVE);
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}
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