Cvars: Moving cvars stuffs in its own files
cvars.cpp renamed to CvarManager.cpp all cvars natives moved to a new cvars.cpp file Pawn include is updated as wall.
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@ -105,20 +105,6 @@ public stock const MaxClients; /* Maximum number of players the server supports
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#define PLUGIN_HANDLED 1 /* stop other plugins */
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#define PLUGIN_HANDLED_MAIN 2 /* to use in client_command(), continue all plugins but stop the command */
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/**
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* CVAR flags for register_cvar()
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*/
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#define FCVAR_ARCHIVE 1 /* Set to cause it to be saved to vars.rc */
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#define FCVAR_USERINFO 2 /* Changes the client's info string */
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#define FCVAR_SERVER 4 /* Notifies players when changed */
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#define FCVAR_EXTDLL 8 /* Defined by external DLL */
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#define FCVAR_CLIENTDLL 16 /* Defined by the client dll */
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#define FCVAR_PROTECTED 32 /* It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value */
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#define FCVAR_SPONLY 64 /* This cvar cannot be changed by clients connected to a multiplayer server. */
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#define FCVAR_PRINTABLEONLY 128 /* This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ). */
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#define FCVAR_UNLOGGED 256 /* 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 512 /* Strip trailing/leading white space from this cvar */
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/**
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* IDs of weapons in CS
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*/
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