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NextVars.cs
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using Robust.Shared.Configuration;
namespace Content.Shared._CorvaxNext.NextVars;
/// <summary>
/// Corvax modules console variables
/// </summary>
[CVarDefs]
// ReSharper disable once InconsistentNaming
public sealed class NextVars
{
/**
* Auto cryo sleep
*/
public static readonly CVarDef<bool> AutoCryoSleepEnabled =
CVarDef.Create("auto_cryo_sleep.enabled", true, CVar.SERVER);
public static readonly CVarDef<int> AutoCryoSleepTime =
CVarDef.Create("auto_cryo_sleep.time", 1200, CVar.SERVER);
public static readonly CVarDef<int> AutoCryoSleepUpdateTime =
CVarDef.Create("auto_cryo_sleep.update_time", 120, CVar.SERVER);
/// <summary>
/// Offer item.
/// </summary>
public static readonly CVarDef<bool> OfferModeIndicatorsPointShow =
CVarDef.Create("hud.offer_mode_indicators_point_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
/// <summary>
/// CorvaxNext Surgery cvars
/// </summary>
#region Surgery
public static readonly CVarDef<bool> CanOperateOnSelf =
CVarDef.Create("surgery.can_operate_on_self", false, CVar.SERVERONLY);
#endregion
/*
* _CorvaxNext Bind Standing and Laying System
*/
public static readonly CVarDef<bool> AutoGetUp =
CVarDef.Create("laying.auto_get_up", true, CVar.CLIENT | CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// When true, entities that fall to the ground will be able to crawl under tables and
/// plastic flaps, allowing them to take cover from gunshots.
/// </summary>
public static readonly CVarDef<bool> CrawlUnderTables =
CVarDef.Create("laying.crawlundertables", false, CVar.REPLICATED);
// public static readonly CVarDef<bool> OfferModeIndicatorsPointShow =
// CVarDef.Create("hud.offer_mode_indicators_point_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
public static readonly CVarDef<bool> MoodEnabled =
CVarDef.Create("mood.enabled", false, CVar.SERVER);
public static readonly CVarDef<bool> MoodIncreasesSpeed =
CVarDef.Create("mood.increases_speed", false, CVar.SERVER);
public static readonly CVarDef<bool> MoodDecreasesSpeed =
CVarDef.Create("mood.decreases_speed", false, CVar.SERVER);
public static readonly CVarDef<bool> MoodModifiesThresholds =
CVarDef.Create("mood.modify_thresholds", false, CVar.SERVER);
/*
* Blob
*/
public static readonly CVarDef<int> BlobMax =
CVarDef.Create("blob.max", 3, CVar.SERVERONLY);
public static readonly CVarDef<int> BlobPlayersPer =
CVarDef.Create("blob.players_per", 20, CVar.SERVERONLY);
public static readonly CVarDef<bool> BlobCanGrowInSpace =
CVarDef.Create("blob.grow_space", true, CVar.SERVER);
/// Toggles all MassContest functions. All mass contests output 1f when false
/// </summary>
public static readonly CVarDef<bool> DoMassContests =
CVarDef.Create("contests.do_mass_contests", true, CVar.REPLICATED | CVar.SERVER);
/// <summary>
/// <summary>
/// The maximum amount that Mass Contests can modify a physics multiplier, given as a +/- percentage
/// Default of 0.25f outputs between * 0.75f and 1.25f
/// </summary>
public static readonly CVarDef<float> MassContestsMaxPercentage =
CVarDef.Create("contests.max_percentage", 1f, CVar.REPLICATED | CVar.SERVER);
}