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CRYENGINE Show NetworkCVars.cpp Source code

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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. #include "StdAfx.h"
  4. #include "NetworkCVars.h"
  5.  
  6. CNetworkCVars* CNetworkCVars::s_pThis = 0;
  7.  
  8. CNetworkCVars::CNetworkCVars()
  9. {
  10.         CRY_ASSERT(!s_pThis);
  11.         s_pThis = this;
  12.  
  13.         REGISTER_CVAR2("g_breakagelog", &BreakageLog, 0, VF_CHEAT, "Log break events");
  14.         REGISTER_CVAR2("cl_voice_volume", &VoiceVolume, 1.0f, 0, "Set VOIP playback volume: 0-1");
  15.         REGISTER_CVAR2("net_phys_pingsmooth", &PhysSyncPingSmooth, 0.1f, VF_NULL, "");
  16.         REGISTER_CVAR2("net_phys_lagsmooth", &PhysSyncLagSmooth, 0.1f, VF_NULL, "");
  17.         REGISTER_CVAR2("net_phys_debug", &PhysDebug, 0, VF_CHEAT, "");
  18.         REGISTER_CVAR2("g_breaktimeoutframes", &BreakTimeoutFrames, 140, VF_NULL, "");
  19.         REGISTER_CVAR2("br_breakmaxworldsize", &BreakMaxWorldSize, 1e4f, VF_NULL, "The maximum value used for breakage world positions");
  20.  
  21.         REGISTER_CVAR2("br_breakworldoffsetx", &BreakWorldOffsetX, 0.f, VF_NULL, "Break world origin");
  22.         REGISTER_CVAR2("br_breakworldoffsety", &BreakWorldOffsetY, 0.f, VF_NULL, "Break world origin");
  23.  
  24.         REGISTER_CVAR(sv_LoadAllLayersForResList, 0, 0, "Bypasses game object layer filtering to load all layers of objects for a multiplayer level");
  25. }
  26.  
downloadNetworkCVars.cpp Source code - Download CRYENGINE Source code
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