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common: define FCVAR_LOCALONLY the same bit used in GoldSource, move FCVAR_MOVEVARS into internal engine flags
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@ -25,8 +25,8 @@
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#define FCVAR_PRINTABLEONLY (1<<7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
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#define FCVAR_UNLOGGED (1<<8) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
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#define FCVAR_NOEXTRAWHITEPACE (1<<9) // strip trailing/leading white space from this cvar
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#define FCVAR_LOCALONLY (1<<10)
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#define FCVAR_MOVEVARS (1<<10) // this cvar is a part of movevars_t struct that shared between client and server
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#define FCVAR_LATCH (1<<11) // notify client what this cvar will be applied only after server restart (but don't does more nothing)
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#define FCVAR_GLCONFIG (1<<12) // write it into <renderer>.cfg(see RefAPI)
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#define FCVAR_CHANGED (1<<13) // set each time the cvar is changed
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@ -47,7 +47,7 @@ typedef struct convar_s
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#define FCVAR_ALLOCATED (1<<19) // this convar_t is fully dynamic allocated (include description)
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#define FCVAR_VIDRESTART (1<<20) // recreate the window is cvar with this flag was changed
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#define FCVAR_TEMPORARY (1<<21) // these cvars holds their values and can be unlink in any time
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#define FCVAR_LOCALONLY (1<<22) // can be set only from local buffers
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#define FCVAR_MOVEVARS (1<<22) // this cvar is a part of movevars_t struct that shared between client and server
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#define CVAR_DEFINE( cv, cvname, cvstr, cvflags, cvdesc ) \
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convar_t cv = { (char*)cvname, (char*)cvstr, cvflags, 0.0f, (void *)CVAR_SENTINEL, (char*)cvdesc, NULL }
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