public sealed partial class CCVars
{
- /// <summary>
- /// Disables most functionality in the GameTicker.
- /// </summary>
- public static readonly CVarDef<bool>
- GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY);
-
- /// <summary>
- /// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen.
- /// </summary>
- public static readonly CVarDef<bool>
- GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE);
-
- /// <summary>
- /// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds.
- /// </summary>
- public static readonly CVarDef<int>
- GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE);
-
- /// <summary>
- /// Controls if players can latejoin at all.
- /// </summary>
- public static readonly CVarDef<bool>
- GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY);
-
- /// <summary>
- /// Controls the default game preset.
- /// </summary>
- public static readonly CVarDef<string>
- GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
-
- /// <summary>
- /// Controls if the game can force a different preset if the current preset's criteria are not met.
- /// </summary>
- public static readonly CVarDef<bool>
- GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE);
-
- /// <summary>
- /// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
- /// </summary>
- public static readonly CVarDef<string>
- GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE);
-
- /// <summary>
- /// Controls if people can win the game in Suspicion or Deathmatch.
- /// </summary>
- public static readonly CVarDef<bool>
- GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE);
-
- /// <summary>
- /// Controls the maximum number of character slots a player is allowed to have.
- /// </summary>
- public static readonly CVarDef<int>
- GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY);
-
- /// <summary>
- /// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
- /// </summary>
- public static readonly CVarDef<string>
- GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// Controls whether to use world persistence or not.
- /// </summary>
- public static readonly CVarDef<bool>
- UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE);
-
- /// <summary>
- /// If world persistence is used, what map prototype should be initially loaded.
- /// If the save file exists, it replaces MapPath but everything else stays the same (station name and such).
- /// </summary>
- public static readonly CVarDef<string>
- PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE);
-
- /// <summary>
- /// Prototype to use for map pool.
- /// </summary>
- public static readonly CVarDef<string>
- GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY);
-
- /// <summary>
- /// The depth of the queue used to calculate which map is next in rotation.
- /// This is how long the game "remembers" that some map was put in play. Default is 16 rounds.
- /// </summary>
- public static readonly CVarDef<int>
- GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
-
- /// <summary>
- /// Is map rotation enabled?
- /// </summary>
- public static readonly CVarDef<bool>
- GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY);
-
- /// <summary>
- /// If roles should be restricted based on time.
- /// </summary>
- public static readonly CVarDef<bool>
- GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Override default role requirements using a <see cref="JobRequirementOverridePrototype"/>
- /// </summary>
- public static readonly CVarDef<string>
- GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// If roles should be restricted based on whether or not they are whitelisted.
- /// </summary>
- public static readonly CVarDef<bool>
- GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect.
- /// </summary>
- public static readonly CVarDef<bool>
- GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// When enabled, guests will be assigned permanent UIDs and will have their preferences stored.
- /// </summary>
- public static readonly CVarDef<bool> GamePersistGuests =
- CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
-
- public static readonly CVarDef<bool> GameDiagonalMovement =
- CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
-
- public static readonly CVarDef<int> SoftMaxPlayers =
- CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE);
-
- /// <summary>
- /// If a player gets denied connection to the server,
- /// how long they are forced to wait before attempting to reconnect.
- /// </summary>
- public static readonly CVarDef<int> GameServerFullReconnectDelay =
- CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not panic bunker is currently enabled.
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerEnabled =
- CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Whether or not the panic bunker will disable when an admin comes online.
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerDisableWithAdmins =
- CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not the panic bunker will enable when no admins are online.
- /// This counts everyone with the 'Admin' AdminFlag.
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerEnableWithoutAdmins =
- CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not the panic bunker will count deadminned admins for
- /// <see cref="PanicBunkerDisableWithAdmins"/> and
- /// <see cref="PanicBunkerEnableWithoutAdmins"/>
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerCountDeadminnedAdmins =
- CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Show reason of disconnect for user or not.
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerShowReason =
- CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Minimum age of the account (from server's PoV, so from first-seen date) in minutes.
- /// </summary>
- public static readonly CVarDef<int> PanicBunkerMinAccountAge =
- CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY);
-
- /// <summary>
- /// Minimal overall played time.
- /// </summary>
- public static readonly CVarDef<int> PanicBunkerMinOverallMinutes =
- CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY);
-
- /// <summary>
- /// A custom message that will be used for connections denied to the panic bunker
- /// If not empty, then will overwrite <see cref="PanicBunkerShowReason"/>
- /// </summary>
- public static readonly CVarDef<string> PanicBunkerCustomReason =
- CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// Allow bypassing the panic bunker if the user is whitelisted.
- /// </summary>
- public static readonly CVarDef<bool> BypassBunkerWhitelist =
- CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Enable IPIntel for blocking VPN connections from new players.
- /// </summary>
- public static readonly CVarDef<bool> GameIPIntelEnabled =
- CVarDef.Create("game.ipintel_enabled", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether clients which are flagged as a VPN will be denied
- /// </summary>
- public static readonly CVarDef<bool> GameIPIntelRejectBad =
- CVarDef.Create("game.ipintel_reject_bad", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether clients which cannot be checked due to a rate limit will be denied
- /// </summary>
- public static readonly CVarDef<bool> GameIPIntelRejectRateLimited =
- CVarDef.Create("game.ipintel_reject_ratelimited", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether clients which cannot be checked due to an error of some form will be denied
- /// </summary>
- public static readonly CVarDef<bool> GameIPIntelRejectUnknown =
- CVarDef.Create("game.ipintel_reject_unknown", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Should an admin message be made if the connection got rejected cause of ipintel?
- /// </summary>
- public static readonly CVarDef<bool> GameIPIntelAlertAdminReject =
- CVarDef.Create("game.ipintel_alert_admin_rejected", false, CVar.SERVERONLY);
-
- /// <summary>
- /// A contact email to be sent along with the request. Required by IPIntel
- /// </summary>
- public static readonly CVarDef<string> GameIPIntelEmail =
- CVarDef.Create("game.ipintel_contact_email", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
-
- /// <summary>
- /// The URL to IPIntel to make requests to. If you pay for more queries this is what you want to change.
- /// </summary>
- public static readonly CVarDef<string> GameIPIntelBase =
- CVarDef.Create("game.ipintel_baseurl", "https://check.getipintel.net", CVar.SERVERONLY);
-
- /// <summary>
- /// The flags to use in the request to IPIntel, please look here for more info. https://getipintel.net/free-proxy-vpn-tor-detection-api/#optional_settings
- /// Note: Some flags may increase the chances of false positives and request time. The default should be fine for most servers.
- /// </summary>
- public static readonly CVarDef<string> GameIPIntelFlags =
- CVarDef.Create("game.ipintel_flags", "b", CVar.SERVERONLY);
-
- /// <summary>
- /// Maximum amount of requests per Minute. For free you get 15.
- /// </summary>
- public static readonly CVarDef<int> GameIPIntelMaxMinute =
- CVarDef.Create("game.ipintel_request_limit_minute", 15, CVar.SERVERONLY);
-
- /// <summary>
- /// Maximum amount of requests per Day. For free you get 500.
- /// </summary>
- public static readonly CVarDef<int> GameIPIntelMaxDay =
- CVarDef.Create("game.ipintel_request_limit_daily", 500, CVar.SERVERONLY);
-
- /// <summary>
- /// Amount of seconds to add to the exponential backoff with every failed request.
- /// </summary>
- public static readonly CVarDef<int> GameIPIntelBackOffSeconds =
- CVarDef.Create("game.ipintel_request_backoff_seconds", 30, CVar.SERVERONLY);
-
- /// <summary>
- /// How much time should pass before we attempt to cleanup the IPIntel table for old ip addresses?
- /// </summary>
- public static readonly CVarDef<int> GameIPIntelCleanupMins =
- CVarDef.Create("game.ipintel_database_cleanup_mins", 15, CVar.SERVERONLY);
-
- /// <summary>
- /// How long to store results in the cache before they must be retrieved again in days.
- /// </summary>
- public static readonly CVarDef<TimeSpan> GameIPIntelCacheLength =
- CVarDef.Create("game.ipintel_cache_length", TimeSpan.FromDays(7), CVar.SERVERONLY);
-
- /// <summary>
- /// Amount of playtime in minutes to be exempt from an IP check. 0 to search everyone. 5 hours by default.
- /// <remarks>
- /// Trust me you want one.
- /// </remarks>>
- /// </summary>
- public static readonly CVarDef<TimeSpan> GameIPIntelExemptPlaytime =
- CVarDef.Create("game.ipintel_exempt_playtime", TimeSpan.FromMinutes(300), CVar.SERVERONLY);
-
- /// <summary>
- /// Rating to reject at. Anything equal to or higher than this will reject the connection.
- /// </summary>
- public static readonly CVarDef<float> GameIPIntelBadRating =
- CVarDef.Create("game.ipintel_bad_rating", 0.95f, CVar.SERVERONLY);
-
- /// <summary>
- /// Rating to send an admin warning over, but not reject the connection. Set to 0 to disable
- /// </summary>
- public static readonly CVarDef<float> GameIPIntelAlertAdminWarnRating =
- CVarDef.Create("game.ipintel_alert_admin_warn_rating", 0f, CVar.SERVERONLY);
-
- /// <summary>
- /// Make people bonk when trying to climb certain objects like tables.
- /// </summary>
- public static readonly CVarDef<bool> GameTableBonk =
- CVarDef.Create("game.table_bonk", false, CVar.REPLICATED);
-
- /// <summary>
- /// Whether or not status icons are rendered for everyone.
- /// </summary>
- public static readonly CVarDef<bool> GlobalStatusIconsEnabled =
- CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether or not status icons are rendered on this specific client.
- /// </summary>
- public static readonly CVarDef<bool> LocalStatusIconsEnabled =
- CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY);
-
- /// <summary>
- /// Whether or not coordinates on the Debug overlay should only be available to admins.
- /// </summary>
- public static readonly CVarDef<bool> DebugCoordinatesAdminOnly =
- CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED);
+ /// <summary>
+ /// Disables most functionality in the GameTicker.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds.
+ /// </summary>
+ public static readonly CVarDef<int>
+ GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls if players can latejoin at all.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Controls the default game preset.
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls if the game can force a different preset if the current preset's criteria are not met.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE);
+
+ /// <summary>
+ /// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls if people can win the game in Suspicion or Deathmatch.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls the maximum number of character slots a player is allowed to have.
+ /// </summary>
+ public static readonly CVarDef<int>
+ GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Controls whether to use world persistence or not.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE);
+
+ /// <summary>
+ /// If world persistence is used, what map prototype should be initially loaded.
+ /// If the save file exists, it replaces MapPath but everything else stays the same (station name and such).
+ /// </summary>
+ public static readonly CVarDef<string>
+ PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE);
+
+ /// <summary>
+ /// Prototype to use for map pool.
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY);
+
+ /// <summary>
+ /// The depth of the queue used to calculate which map is next in rotation.
+ /// This is how long the game "remembers" that some map was put in play. Default is 16 rounds.
+ /// </summary>
+ public static readonly CVarDef<int>
+ GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Is map rotation enabled?
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If roles should be restricted based on time.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Override default role requirements using a <see cref="JobRequirementOverridePrototype"/>
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// If roles should be restricted based on whether or not they are whitelisted.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// When enabled, guests will be assigned permanent UIDs and will have their preferences stored.
+ /// </summary>
+ public static readonly CVarDef<bool> GamePersistGuests =
+ CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ public static readonly CVarDef<bool> GameDiagonalMovement =
+ CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
+
+ public static readonly CVarDef<int> SoftMaxPlayers =
+ CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE);
+
+ /// <summary>
+ /// If a player gets denied connection to the server,
+ /// how long they are forced to wait before attempting to reconnect.
+ /// </summary>
+ public static readonly CVarDef<int> GameServerFullReconnectDelay =
+ CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not panic bunker is currently enabled.
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerEnabled =
+ CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Whether or not the panic bunker will disable when an admin comes online.
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerDisableWithAdmins =
+ CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not the panic bunker will enable when no admins are online.
+ /// This counts everyone with the 'Admin' AdminFlag.
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerEnableWithoutAdmins =
+ CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not the panic bunker will count deadminned admins for
+ /// <see cref="PanicBunkerDisableWithAdmins"/> and
+ /// <see cref="PanicBunkerEnableWithoutAdmins"/>
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerCountDeadminnedAdmins =
+ CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Show reason of disconnect for user or not.
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerShowReason =
+ CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Minimum age of the account (from server's PoV, so from first-seen date) in minutes.
+ /// </summary>
+ public static readonly CVarDef<int> PanicBunkerMinAccountAge =
+ CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Minimal overall played time.
+ /// </summary>
+ public static readonly CVarDef<int> PanicBunkerMinOverallMinutes =
+ CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY);
+
+ /// <summary>
+ /// A custom message that will be used for connections denied to the panic bunker
+ /// If not empty, then will overwrite <see cref="PanicBunkerShowReason"/>
+ /// </summary>
+ public static readonly CVarDef<string> PanicBunkerCustomReason =
+ CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Allow bypassing the panic bunker if the user is whitelisted.
+ /// </summary>
+ public static readonly CVarDef<bool> BypassBunkerWhitelist =
+ CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Enable IPIntel for blocking VPN connections from new players.
+ /// </summary>
+ public static readonly CVarDef<bool> GameIPIntelEnabled =
+ CVarDef.Create("game.ipintel_enabled", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether clients which are flagged as a VPN will be denied
+ /// </summary>
+ public static readonly CVarDef<bool> GameIPIntelRejectBad =
+ CVarDef.Create("game.ipintel_reject_bad", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether clients which cannot be checked due to a rate limit will be denied
+ /// </summary>
+ public static readonly CVarDef<bool> GameIPIntelRejectRateLimited =
+ CVarDef.Create("game.ipintel_reject_ratelimited", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether clients which cannot be checked due to an error of some form will be denied
+ /// </summary>
+ public static readonly CVarDef<bool> GameIPIntelRejectUnknown =
+ CVarDef.Create("game.ipintel_reject_unknown", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Should an admin message be made if the connection got rejected cause of ipintel?
+ /// </summary>
+ public static readonly CVarDef<bool> GameIPIntelAlertAdminReject =
+ CVarDef.Create("game.ipintel_alert_admin_rejected", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// A contact email to be sent along with the request. Required by IPIntel
+ /// </summary>
+ public static readonly CVarDef<string> GameIPIntelEmail =
+ CVarDef.Create("game.ipintel_contact_email", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
+
+ /// <summary>
+ /// The URL to IPIntel to make requests to. If you pay for more queries this is what you want to change.
+ /// </summary>
+ public static readonly CVarDef<string> GameIPIntelBase =
+ CVarDef.Create("game.ipintel_baseurl", "https://check.getipintel.net", CVar.SERVERONLY);
+
+ /// <summary>
+ /// The flags to use in the request to IPIntel, please look here for more info. https://getipintel.net/free-proxy-vpn-tor-detection-api/#optional_settings
+ /// Note: Some flags may increase the chances of false positives and request time. The default should be fine for most servers.
+ /// </summary>
+ public static readonly CVarDef<string> GameIPIntelFlags =
+ CVarDef.Create("game.ipintel_flags", "b", CVar.SERVERONLY);
+
+ /// <summary>
+ /// Maximum amount of requests per Minute. For free you get 15.
+ /// </summary>
+ public static readonly CVarDef<int> GameIPIntelMaxMinute =
+ CVarDef.Create("game.ipintel_request_limit_minute", 15, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Maximum amount of requests per Day. For free you get 500.
+ /// </summary>
+ public static readonly CVarDef<int> GameIPIntelMaxDay =
+ CVarDef.Create("game.ipintel_request_limit_daily", 500, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Amount of seconds to add to the exponential backoff with every failed request.
+ /// </summary>
+ public static readonly CVarDef<int> GameIPIntelBackOffSeconds =
+ CVarDef.Create("game.ipintel_request_backoff_seconds", 30, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How much time should pass before we attempt to cleanup the IPIntel table for old ip addresses?
+ /// </summary>
+ public static readonly CVarDef<int> GameIPIntelCleanupMins =
+ CVarDef.Create("game.ipintel_database_cleanup_mins", 15, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How long to store results in the cache before they must be retrieved again in days.
+ /// </summary>
+ public static readonly CVarDef<TimeSpan> GameIPIntelCacheLength =
+ CVarDef.Create("game.ipintel_cache_length", TimeSpan.FromDays(7), CVar.SERVERONLY);
+
+ /// <summary>
+ /// Amount of playtime in minutes to be exempt from an IP check. 0 to search everyone. 5 hours by default.
+ /// <remarks>
+ /// Trust me you want one.
+ /// </remarks>>
+ /// </summary>
+ public static readonly CVarDef<TimeSpan> GameIPIntelExemptPlaytime =
+ CVarDef.Create("game.ipintel_exempt_playtime", TimeSpan.FromMinutes(300), CVar.SERVERONLY);
+
+ /// <summary>
+ /// Rating to reject at. Anything equal to or higher than this will reject the connection.
+ /// </summary>
+ public static readonly CVarDef<float> GameIPIntelBadRating =
+ CVarDef.Create("game.ipintel_bad_rating", 0.95f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Rating to send an admin warning over, but not reject the connection. Set to 0 to disable
+ /// </summary>
+ public static readonly CVarDef<float> GameIPIntelAlertAdminWarnRating =
+ CVarDef.Create("game.ipintel_alert_admin_warn_rating", 0f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Make people bonk when trying to climb certain objects like tables.
+ /// </summary>
+ public static readonly CVarDef<bool> GameTableBonk =
+ CVarDef.Create("game.table_bonk", false, CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether or not status icons are rendered for everyone.
+ /// </summary>
+ public static readonly CVarDef<bool> GlobalStatusIconsEnabled =
+ CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether or not status icons are rendered on this specific client.
+ /// </summary>
+ public static readonly CVarDef<bool> LocalStatusIconsEnabled =
+ CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY);
+
+ /// <summary>
+ /// Whether or not coordinates on the Debug overlay should only be available to admins.
+ /// </summary>
+ public static readonly CVarDef<bool> DebugCoordinatesAdminOnly =
+ CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED);
#if EXCEPTION_TOLERANCE
- /// <summary>
- /// Amount of times round start must fail before the server is shut down.
- /// Set to 0 or a negative number to disable.
- /// </summary>
- public static readonly CVarDef<int> RoundStartFailShutdownCount =
- CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
+ /// <summary>
+ /// Amount of times round start must fail before the server is shut down.
+ /// Set to 0 or a negative number to disable.
+ /// </summary>
+ public static readonly CVarDef<int> RoundStartFailShutdownCount =
+ CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
#endif
- /// <summary>
- /// Delay between station alert level changes.
- /// </summary>
- public static readonly CVarDef<int> GameAlertLevelChangeDelay =
- CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
-
- /// <summary>
- /// The time in seconds that the server should wait before restarting the round.
- /// Defaults to 2 minutes.
- /// </summary>
- public static readonly CVarDef<float> RoundRestartTime =
- CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY);
-
- /// <summary>
- /// The prototype to use for secret weights.
- /// </summary>
- public static readonly CVarDef<string> SecretWeightPrototype =
- CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY);
-
- /// <summary>
- /// The id of the sound collection to randomly choose a sound from and play when the round ends.
- /// </summary>
- public static readonly CVarDef<string> RoundEndSoundCollection =
- CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not to add every player as a global override to PVS at round end.
- /// This will allow all players to see their clothing in the round screen player list screen,
- /// but may cause lag during round end with very high player counts.
- /// </summary>
- public static readonly CVarDef<bool> RoundEndPVSOverrides =
- CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY);
-
- /// <summary>
- /// If true, players can place objects onto tabletop games like chess boards.
- /// </summary>
- /// <remarks>
- /// This feature is currently highly abusable and can easily be used to crash the server,
- /// so it's off by default.
- /// </remarks>
- public static readonly CVarDef<bool> GameTabletopPlace =
- CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY);
-
- /// <summary>
- /// If true, contraband severity can be viewed in the examine menu
- /// </summary>
- public static readonly CVarDef<bool> ContrabandExamine =
- CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Size of the lookup area for adding entities to the context menu
- /// </summary>
- public static readonly CVarDef<float> GameEntityMenuLookup =
- CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /// <summary>
- /// Should the clients window show the server hostname in the title?
- /// </summary>
- public static readonly CVarDef<bool> GameHostnameInTitlebar =
- CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED);
-
+ /// <summary>
+ /// Delay between station alert level changes.
+ /// </summary>
+ public static readonly CVarDef<int> GameAlertLevelChangeDelay =
+ CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The time in seconds that the server should wait before restarting the round.
+ /// Defaults to 2 minutes.
+ /// </summary>
+ public static readonly CVarDef<float> RoundRestartTime =
+ CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The prototype to use for secret weights.
+ /// </summary>
+ public static readonly CVarDef<string> SecretWeightPrototype =
+ CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY);
+
+ /// <summary>
+ /// The id of the sound collection to randomly choose a sound from and play when the round ends.
+ /// </summary>
+ public static readonly CVarDef<string> RoundEndSoundCollection =
+ CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not to add every player as a global override to PVS at round end.
+ /// This will allow all players to see their clothing in the round screen player list screen,
+ /// but may cause lag during round end with very high player counts.
+ /// </summary>
+ public static readonly CVarDef<bool> RoundEndPVSOverrides =
+ CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If true, players can place objects onto tabletop games like chess boards.
+ /// </summary>
+ /// <remarks>
+ /// This feature is currently highly abusable and can easily be used to crash the server,
+ /// so it's off by default.
+ /// </remarks>
+ public static readonly CVarDef<bool> GameTabletopPlace =
+ CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If true, contraband severity can be viewed in the examine menu
+ /// </summary>
+ public static readonly CVarDef<bool> ContrabandExamine =
+ CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Size of the lookup area for adding entities to the context menu
+ /// </summary>
+ public static readonly CVarDef<float> GameEntityMenuLookup =
+ CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ /// <summary>
+ /// Should the clients window show the server hostname in the title?
+ /// </summary>
+ public static readonly CVarDef<bool> GameHostnameInTitlebar =
+ CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED);
}