From 1e435822c7b7e7e86a1780c698dc2e843d1cbb26 Mon Sep 17 00:00:00 2001 From: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com> Date: Tue, 25 Feb 2025 02:42:15 +0300 Subject: [PATCH] Cleanup: Fix formatting in ``CCVars.Game`` (#35483) Cleanup --- Content.Shared/CCVar/CCVars.Game.cs | 765 ++++++++++++++-------------- 1 file changed, 382 insertions(+), 383 deletions(-) diff --git a/Content.Shared/CCVar/CCVars.Game.cs b/Content.Shared/CCVar/CCVars.Game.cs index 4a6f1118a1..13e72b9e3c 100644 --- a/Content.Shared/CCVar/CCVars.Game.cs +++ b/Content.Shared/CCVar/CCVars.Game.cs @@ -5,391 +5,390 @@ namespace Content.Shared.CCVar; public sealed partial class CCVars { - /// - /// Disables most functionality in the GameTicker. - /// - public static readonly CVarDef - GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY); - - /// - /// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen. - /// - public static readonly CVarDef - GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE); - - /// - /// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds. - /// - public static readonly CVarDef - GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE); - - /// - /// Controls if players can latejoin at all. - /// - public static readonly CVarDef - GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY); - - /// - /// Controls the default game preset. - /// - public static readonly CVarDef - GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE); - - /// - /// Controls if the game can force a different preset if the current preset's criteria are not met. - /// - public static readonly CVarDef - GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE); - - /// - /// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled. - /// - public static readonly CVarDef - GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE); - - /// - /// Controls if people can win the game in Suspicion or Deathmatch. - /// - public static readonly CVarDef - GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE); - - /// - /// Controls the maximum number of character slots a player is allowed to have. - /// - public static readonly CVarDef - GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY); - - /// - /// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps. - /// - public static readonly CVarDef - GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY); - - /// - /// Controls whether to use world persistence or not. - /// - public static readonly CVarDef - UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE); - - /// - /// 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). - /// - public static readonly CVarDef - PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE); - - /// - /// Prototype to use for map pool. - /// - public static readonly CVarDef - GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY); - - /// - /// 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. - /// - public static readonly CVarDef - GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY); - - /// - /// Is map rotation enabled? - /// - public static readonly CVarDef - GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY); - - /// - /// If roles should be restricted based on time. - /// - public static readonly CVarDef - GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED); - - /// - /// Override default role requirements using a - /// - public static readonly CVarDef - GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED); - - /// - /// If roles should be restricted based on whether or not they are whitelisted. - /// - public static readonly CVarDef - GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED); - - /// - /// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect. - /// - public static readonly CVarDef - GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED); - - /// - /// When enabled, guests will be assigned permanent UIDs and will have their preferences stored. - /// - public static readonly CVarDef GamePersistGuests = - CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY); - - public static readonly CVarDef GameDiagonalMovement = - CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE); - - public static readonly CVarDef SoftMaxPlayers = - CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE); - - /// - /// If a player gets denied connection to the server, - /// how long they are forced to wait before attempting to reconnect. - /// - public static readonly CVarDef GameServerFullReconnectDelay = - CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY); - - /// - /// Whether or not panic bunker is currently enabled. - /// - public static readonly CVarDef PanicBunkerEnabled = - CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER); - - /// - /// Whether or not the panic bunker will disable when an admin comes online. - /// - public static readonly CVarDef PanicBunkerDisableWithAdmins = - CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY); - - /// - /// Whether or not the panic bunker will enable when no admins are online. - /// This counts everyone with the 'Admin' AdminFlag. - /// - public static readonly CVarDef PanicBunkerEnableWithoutAdmins = - CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY); - - /// - /// Whether or not the panic bunker will count deadminned admins for - /// and - /// - /// - public static readonly CVarDef PanicBunkerCountDeadminnedAdmins = - CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY); - - /// - /// Show reason of disconnect for user or not. - /// - public static readonly CVarDef PanicBunkerShowReason = - CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY); - - /// - /// Minimum age of the account (from server's PoV, so from first-seen date) in minutes. - /// - public static readonly CVarDef PanicBunkerMinAccountAge = - CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY); - - /// - /// Minimal overall played time. - /// - public static readonly CVarDef PanicBunkerMinOverallMinutes = - CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY); - - /// - /// A custom message that will be used for connections denied to the panic bunker - /// If not empty, then will overwrite - /// - public static readonly CVarDef PanicBunkerCustomReason = - CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY); - - /// - /// Allow bypassing the panic bunker if the user is whitelisted. - /// - public static readonly CVarDef BypassBunkerWhitelist = - CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY); - - /// - /// Enable IPIntel for blocking VPN connections from new players. - /// - public static readonly CVarDef GameIPIntelEnabled = - CVarDef.Create("game.ipintel_enabled", false, CVar.SERVERONLY); - - /// - /// Whether clients which are flagged as a VPN will be denied - /// - public static readonly CVarDef GameIPIntelRejectBad = - CVarDef.Create("game.ipintel_reject_bad", true, CVar.SERVERONLY); - - /// - /// Whether clients which cannot be checked due to a rate limit will be denied - /// - public static readonly CVarDef GameIPIntelRejectRateLimited = - CVarDef.Create("game.ipintel_reject_ratelimited", false, CVar.SERVERONLY); - - /// - /// Whether clients which cannot be checked due to an error of some form will be denied - /// - public static readonly CVarDef GameIPIntelRejectUnknown = - CVarDef.Create("game.ipintel_reject_unknown", false, CVar.SERVERONLY); - - /// - /// Should an admin message be made if the connection got rejected cause of ipintel? - /// - public static readonly CVarDef GameIPIntelAlertAdminReject = - CVarDef.Create("game.ipintel_alert_admin_rejected", false, CVar.SERVERONLY); - - /// - /// A contact email to be sent along with the request. Required by IPIntel - /// - public static readonly CVarDef GameIPIntelEmail = - CVarDef.Create("game.ipintel_contact_email", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL); - - /// - /// The URL to IPIntel to make requests to. If you pay for more queries this is what you want to change. - /// - public static readonly CVarDef GameIPIntelBase = - CVarDef.Create("game.ipintel_baseurl", "https://check.getipintel.net", CVar.SERVERONLY); - - /// - /// 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. - /// - public static readonly CVarDef GameIPIntelFlags = - CVarDef.Create("game.ipintel_flags", "b", CVar.SERVERONLY); - - /// - /// Maximum amount of requests per Minute. For free you get 15. - /// - public static readonly CVarDef GameIPIntelMaxMinute = - CVarDef.Create("game.ipintel_request_limit_minute", 15, CVar.SERVERONLY); - - /// - /// Maximum amount of requests per Day. For free you get 500. - /// - public static readonly CVarDef GameIPIntelMaxDay = - CVarDef.Create("game.ipintel_request_limit_daily", 500, CVar.SERVERONLY); - - /// - /// Amount of seconds to add to the exponential backoff with every failed request. - /// - public static readonly CVarDef GameIPIntelBackOffSeconds = - CVarDef.Create("game.ipintel_request_backoff_seconds", 30, CVar.SERVERONLY); - - /// - /// How much time should pass before we attempt to cleanup the IPIntel table for old ip addresses? - /// - public static readonly CVarDef GameIPIntelCleanupMins = - CVarDef.Create("game.ipintel_database_cleanup_mins", 15, CVar.SERVERONLY); - - /// - /// How long to store results in the cache before they must be retrieved again in days. - /// - public static readonly CVarDef GameIPIntelCacheLength = - CVarDef.Create("game.ipintel_cache_length", TimeSpan.FromDays(7), CVar.SERVERONLY); - - /// - /// Amount of playtime in minutes to be exempt from an IP check. 0 to search everyone. 5 hours by default. - /// - /// Trust me you want one. - /// > - /// - public static readonly CVarDef GameIPIntelExemptPlaytime = - CVarDef.Create("game.ipintel_exempt_playtime", TimeSpan.FromMinutes(300), CVar.SERVERONLY); - - /// - /// Rating to reject at. Anything equal to or higher than this will reject the connection. - /// - public static readonly CVarDef GameIPIntelBadRating = - CVarDef.Create("game.ipintel_bad_rating", 0.95f, CVar.SERVERONLY); - - /// - /// Rating to send an admin warning over, but not reject the connection. Set to 0 to disable - /// - public static readonly CVarDef GameIPIntelAlertAdminWarnRating = - CVarDef.Create("game.ipintel_alert_admin_warn_rating", 0f, CVar.SERVERONLY); - - /// - /// Make people bonk when trying to climb certain objects like tables. - /// - public static readonly CVarDef GameTableBonk = - CVarDef.Create("game.table_bonk", false, CVar.REPLICATED); - - /// - /// Whether or not status icons are rendered for everyone. - /// - public static readonly CVarDef GlobalStatusIconsEnabled = - CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED); - - /// - /// Whether or not status icons are rendered on this specific client. - /// - public static readonly CVarDef LocalStatusIconsEnabled = - CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY); - - /// - /// Whether or not coordinates on the Debug overlay should only be available to admins. - /// - public static readonly CVarDef DebugCoordinatesAdminOnly = - CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED); + /// + /// Disables most functionality in the GameTicker. + /// + public static readonly CVarDef + GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY); + + /// + /// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen. + /// + public static readonly CVarDef + GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE); + + /// + /// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds. + /// + public static readonly CVarDef + GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE); + + /// + /// Controls if players can latejoin at all. + /// + public static readonly CVarDef + GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY); + + /// + /// Controls the default game preset. + /// + public static readonly CVarDef + GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE); + + /// + /// Controls if the game can force a different preset if the current preset's criteria are not met. + /// + public static readonly CVarDef + GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE); + + /// + /// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled. + /// + public static readonly CVarDef + GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE); + + /// + /// Controls if people can win the game in Suspicion or Deathmatch. + /// + public static readonly CVarDef + GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE); + + /// + /// Controls the maximum number of character slots a player is allowed to have. + /// + public static readonly CVarDef + GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY); + + /// + /// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps. + /// + public static readonly CVarDef + GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY); + + /// + /// Controls whether to use world persistence or not. + /// + public static readonly CVarDef + UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE); + + /// + /// 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). + /// + public static readonly CVarDef + PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE); + + /// + /// Prototype to use for map pool. + /// + public static readonly CVarDef + GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY); + + /// + /// 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. + /// + public static readonly CVarDef + GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY); + + /// + /// Is map rotation enabled? + /// + public static readonly CVarDef + GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY); + + /// + /// If roles should be restricted based on time. + /// + public static readonly CVarDef + GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED); + + /// + /// Override default role requirements using a + /// + public static readonly CVarDef + GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED); + + /// + /// If roles should be restricted based on whether or not they are whitelisted. + /// + public static readonly CVarDef + GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED); + + /// + /// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect. + /// + public static readonly CVarDef + GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED); + + /// + /// When enabled, guests will be assigned permanent UIDs and will have their preferences stored. + /// + public static readonly CVarDef GamePersistGuests = + CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY); + + public static readonly CVarDef GameDiagonalMovement = + CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE); + + public static readonly CVarDef SoftMaxPlayers = + CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE); + + /// + /// If a player gets denied connection to the server, + /// how long they are forced to wait before attempting to reconnect. + /// + public static readonly CVarDef GameServerFullReconnectDelay = + CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY); + + /// + /// Whether or not panic bunker is currently enabled. + /// + public static readonly CVarDef PanicBunkerEnabled = + CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER); + + /// + /// Whether or not the panic bunker will disable when an admin comes online. + /// + public static readonly CVarDef PanicBunkerDisableWithAdmins = + CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY); + + /// + /// Whether or not the panic bunker will enable when no admins are online. + /// This counts everyone with the 'Admin' AdminFlag. + /// + public static readonly CVarDef PanicBunkerEnableWithoutAdmins = + CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY); + + /// + /// Whether or not the panic bunker will count deadminned admins for + /// and + /// + /// + public static readonly CVarDef PanicBunkerCountDeadminnedAdmins = + CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY); + + /// + /// Show reason of disconnect for user or not. + /// + public static readonly CVarDef PanicBunkerShowReason = + CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY); + + /// + /// Minimum age of the account (from server's PoV, so from first-seen date) in minutes. + /// + public static readonly CVarDef PanicBunkerMinAccountAge = + CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY); + + /// + /// Minimal overall played time. + /// + public static readonly CVarDef PanicBunkerMinOverallMinutes = + CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY); + + /// + /// A custom message that will be used for connections denied to the panic bunker + /// If not empty, then will overwrite + /// + public static readonly CVarDef PanicBunkerCustomReason = + CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY); + + /// + /// Allow bypassing the panic bunker if the user is whitelisted. + /// + public static readonly CVarDef BypassBunkerWhitelist = + CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY); + + /// + /// Enable IPIntel for blocking VPN connections from new players. + /// + public static readonly CVarDef GameIPIntelEnabled = + CVarDef.Create("game.ipintel_enabled", false, CVar.SERVERONLY); + + /// + /// Whether clients which are flagged as a VPN will be denied + /// + public static readonly CVarDef GameIPIntelRejectBad = + CVarDef.Create("game.ipintel_reject_bad", true, CVar.SERVERONLY); + + /// + /// Whether clients which cannot be checked due to a rate limit will be denied + /// + public static readonly CVarDef GameIPIntelRejectRateLimited = + CVarDef.Create("game.ipintel_reject_ratelimited", false, CVar.SERVERONLY); + + /// + /// Whether clients which cannot be checked due to an error of some form will be denied + /// + public static readonly CVarDef GameIPIntelRejectUnknown = + CVarDef.Create("game.ipintel_reject_unknown", false, CVar.SERVERONLY); + + /// + /// Should an admin message be made if the connection got rejected cause of ipintel? + /// + public static readonly CVarDef GameIPIntelAlertAdminReject = + CVarDef.Create("game.ipintel_alert_admin_rejected", false, CVar.SERVERONLY); + + /// + /// A contact email to be sent along with the request. Required by IPIntel + /// + public static readonly CVarDef GameIPIntelEmail = + CVarDef.Create("game.ipintel_contact_email", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL); + + /// + /// The URL to IPIntel to make requests to. If you pay for more queries this is what you want to change. + /// + public static readonly CVarDef GameIPIntelBase = + CVarDef.Create("game.ipintel_baseurl", "https://check.getipintel.net", CVar.SERVERONLY); + + /// + /// 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. + /// + public static readonly CVarDef GameIPIntelFlags = + CVarDef.Create("game.ipintel_flags", "b", CVar.SERVERONLY); + + /// + /// Maximum amount of requests per Minute. For free you get 15. + /// + public static readonly CVarDef GameIPIntelMaxMinute = + CVarDef.Create("game.ipintel_request_limit_minute", 15, CVar.SERVERONLY); + + /// + /// Maximum amount of requests per Day. For free you get 500. + /// + public static readonly CVarDef GameIPIntelMaxDay = + CVarDef.Create("game.ipintel_request_limit_daily", 500, CVar.SERVERONLY); + + /// + /// Amount of seconds to add to the exponential backoff with every failed request. + /// + public static readonly CVarDef GameIPIntelBackOffSeconds = + CVarDef.Create("game.ipintel_request_backoff_seconds", 30, CVar.SERVERONLY); + + /// + /// How much time should pass before we attempt to cleanup the IPIntel table for old ip addresses? + /// + public static readonly CVarDef GameIPIntelCleanupMins = + CVarDef.Create("game.ipintel_database_cleanup_mins", 15, CVar.SERVERONLY); + + /// + /// How long to store results in the cache before they must be retrieved again in days. + /// + public static readonly CVarDef GameIPIntelCacheLength = + CVarDef.Create("game.ipintel_cache_length", TimeSpan.FromDays(7), CVar.SERVERONLY); + + /// + /// Amount of playtime in minutes to be exempt from an IP check. 0 to search everyone. 5 hours by default. + /// + /// Trust me you want one. + /// > + /// + public static readonly CVarDef GameIPIntelExemptPlaytime = + CVarDef.Create("game.ipintel_exempt_playtime", TimeSpan.FromMinutes(300), CVar.SERVERONLY); + + /// + /// Rating to reject at. Anything equal to or higher than this will reject the connection. + /// + public static readonly CVarDef GameIPIntelBadRating = + CVarDef.Create("game.ipintel_bad_rating", 0.95f, CVar.SERVERONLY); + + /// + /// Rating to send an admin warning over, but not reject the connection. Set to 0 to disable + /// + public static readonly CVarDef GameIPIntelAlertAdminWarnRating = + CVarDef.Create("game.ipintel_alert_admin_warn_rating", 0f, CVar.SERVERONLY); + + /// + /// Make people bonk when trying to climb certain objects like tables. + /// + public static readonly CVarDef GameTableBonk = + CVarDef.Create("game.table_bonk", false, CVar.REPLICATED); + + /// + /// Whether or not status icons are rendered for everyone. + /// + public static readonly CVarDef GlobalStatusIconsEnabled = + CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED); + + /// + /// Whether or not status icons are rendered on this specific client. + /// + public static readonly CVarDef LocalStatusIconsEnabled = + CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY); + + /// + /// Whether or not coordinates on the Debug overlay should only be available to admins. + /// + public static readonly CVarDef DebugCoordinatesAdminOnly = + CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED); #if EXCEPTION_TOLERANCE - /// - /// Amount of times round start must fail before the server is shut down. - /// Set to 0 or a negative number to disable. - /// - public static readonly CVarDef RoundStartFailShutdownCount = - CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER); + /// + /// Amount of times round start must fail before the server is shut down. + /// Set to 0 or a negative number to disable. + /// + public static readonly CVarDef RoundStartFailShutdownCount = + CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER); #endif - /// - /// Delay between station alert level changes. - /// - public static readonly CVarDef GameAlertLevelChangeDelay = - CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY); - - /// - /// The time in seconds that the server should wait before restarting the round. - /// Defaults to 2 minutes. - /// - public static readonly CVarDef RoundRestartTime = - CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY); - - /// - /// The prototype to use for secret weights. - /// - public static readonly CVarDef SecretWeightPrototype = - CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY); - - /// - /// The id of the sound collection to randomly choose a sound from and play when the round ends. - /// - public static readonly CVarDef RoundEndSoundCollection = - CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY); - - /// - /// 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. - /// - public static readonly CVarDef RoundEndPVSOverrides = - CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY); - - /// - /// If true, players can place objects onto tabletop games like chess boards. - /// - /// - /// This feature is currently highly abusable and can easily be used to crash the server, - /// so it's off by default. - /// - public static readonly CVarDef GameTabletopPlace = - CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY); - - /// - /// If true, contraband severity can be viewed in the examine menu - /// - public static readonly CVarDef ContrabandExamine = - CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED); - - /// - /// Size of the lookup area for adding entities to the context menu - /// - public static readonly CVarDef GameEntityMenuLookup = - CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE); - - /// - /// Should the clients window show the server hostname in the title? - /// - public static readonly CVarDef GameHostnameInTitlebar = - CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED); - + /// + /// Delay between station alert level changes. + /// + public static readonly CVarDef GameAlertLevelChangeDelay = + CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY); + + /// + /// The time in seconds that the server should wait before restarting the round. + /// Defaults to 2 minutes. + /// + public static readonly CVarDef RoundRestartTime = + CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY); + + /// + /// The prototype to use for secret weights. + /// + public static readonly CVarDef SecretWeightPrototype = + CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY); + + /// + /// The id of the sound collection to randomly choose a sound from and play when the round ends. + /// + public static readonly CVarDef RoundEndSoundCollection = + CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY); + + /// + /// 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. + /// + public static readonly CVarDef RoundEndPVSOverrides = + CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY); + + /// + /// If true, players can place objects onto tabletop games like chess boards. + /// + /// + /// This feature is currently highly abusable and can easily be used to crash the server, + /// so it's off by default. + /// + public static readonly CVarDef GameTabletopPlace = + CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY); + + /// + /// If true, contraband severity can be viewed in the examine menu + /// + public static readonly CVarDef ContrabandExamine = + CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED); + + /// + /// Size of the lookup area for adding entities to the context menu + /// + public static readonly CVarDef GameEntityMenuLookup = + CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE); + + /// + /// Should the clients window show the server hostname in the title? + /// + public static readonly CVarDef GameHostnameInTitlebar = + CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED); } -- 2.51.2