From 4231adaedf4cbeb59e8952ef489bd291cae7ba58 Mon Sep 17 00:00:00 2001 From: Nicholas Hastings Date: Wed, 3 Jun 2015 23:06:26 -0400 Subject: [PATCH 1/4] Update ConVar flags in console.inc. The existing list was from the original engine, not even being accurate for EP1. Flags that were never used and have since been removed from headers were removed. Flags that were removed, but were used at one time co-exist with new flags that took over their value where applicable. Flags that only exist on some engine versions are noted as such in the comment. --- plugins/include/console.inc | 30 ++++++++++++++++++------------ 1 file changed, 18 insertions(+), 12 deletions(-) diff --git a/plugins/include/console.inc b/plugins/include/console.inc index 2440216fa..a0350c9b3 100644 --- a/plugins/include/console.inc +++ b/plugins/include/console.inc @@ -60,10 +60,11 @@ enum ReplySource */ #define FCVAR_NONE 0 /**< The default, no flags at all */ #define FCVAR_UNREGISTERED (1<<0) /**< If this is set, don't add to linked list, etc. */ -#define FCVAR_LAUNCHER (1<<1) /**< Defined by launcher. */ +#define FCVAR_DEVELOPMENTONLY (1<<1) /**< Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+) */ #define FCVAR_GAMEDLL (1<<2) /**< Defined by the game DLL. */ #define FCVAR_CLIENTDLL (1<<3) /**< Defined by the client DLL. */ -#define FCVAR_MATERIAL_SYSTEM (1<<4) /**< Defined by the material system. */ +#define FCVAR_MATERIAL_SYSTEM (1<<4) /**< Defined by the material system. (EP1-only) */ +#define FCVAR_HIDDEN (1<<4) /**< Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+) */ #define FCVAR_PROTECTED (1<<5) /**< 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. */ #define FCVAR_SPONLY (1<<6) /**< This cvar cannot be changed by clients connected to a multiplayer server. */ #define FCVAR_ARCHIVE (1<<7) /**< Set to cause it to be saved to vars.rc */ @@ -74,19 +75,24 @@ enum ReplySource #define FCVAR_NEVER_AS_STRING (1<<12) /**< Never try to print that cvar. */ #define FCVAR_REPLICATED (1<<13) /**< Server setting enforced on clients. */ #define FCVAR_CHEAT (1<<14) /**< Only useable in singleplayer / debug / multiplayer & sv_cheats */ -#define FCVAR_STUDIORENDER (1<<15) /**< Defined by the studiorender system. */ +#define FCVAR_SS (1<<15) /**< causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated (L4D+) */ #define FCVAR_DEMO (1<<16) /**< Record this cvar when starting a demo file. */ #define FCVAR_DONTRECORD (1<<17) /**< Don't record these command in demo files. */ -#define FCVAR_PLUGIN (1<<18) /**< Defined by a 3rd party plugin. */ -#define FCVAR_DATACACHE (1<<19) /**< Defined by the datacache system. */ -#define FCVAR_TOOLSYSTEM (1<<20) /**< Defined by an IToolSystem library */ -#define FCVAR_FILESYSTEM (1<<21) /**< Defined by the file system. */ +#define FCVAR_SS_ADDED (1<<18) /**< This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+) */ +#define FCVAR_RELEASE (1<<19) /**< Cvars tagged with this are the only cvars avaliable to customers (L4D+) */ +#define FCVAR_RELOAD_MATERIALS (1<<20) /**< If this cvar changes, it forces a material reload (OB+) */ +#define FCVAR_RELOAD_TEXTURES (1<<21) /**< If this cvar changes, if forces a texture reload (OB+) */ #define FCVAR_NOT_CONNECTED (1<<22) /**< Cvar cannot be changed by a client that is connected to a server. */ -#define FCVAR_SOUNDSYSTEM (1<<23) /**< Defined by the soundsystem library. */ -#define FCVAR_ARCHIVE_XBOX (1<<24) /**< Cvar written to config.cfg on the Xbox. */ -#define FCVAR_INPUTSYSTEM (1<<25) /**< Defined by the inputsystem DLL. */ -#define FCVAR_NETWORKSYSTEM (1<<26) /**< Defined by the network system. */ -#define FCVAR_VPHYSICS (1<<27) /**< Defined by vphysics. */ +#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) /**< Indicates this cvar is read from the material system thread (OB+) */ +#define FCVAR_ARCHIVE_XBOX (1<<24) /**< Cvar written to config.cfg on the Xbox. */ +#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) /**< Cvar written to config.cfg on the Xbox. */ +#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) /**< used as a debugging tool necessary to check material system thread convars (OB+) */ +#define FCVAR_SERVER_CAN_EXECUTE (1<<28) /**< the server is allowed to execute this command on clients via + ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+) */ +#define FCVAR_SERVER_CANNOT_QUERY (1<<29) /**< If this is set, then the server is not allowed to query this cvar's value (via + IServerPluginHelpers::StartQueryCvarValue). */ +#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) /**< IVEngineClient::ClientCmd is allowed to execute this command. + Note: IVEngineClient::ClientCmd_Unrestricted can run any client command. */ /** * @endsection From 1804dce9d9da9a346d2bd46505fdddfc88c82de1 Mon Sep 17 00:00:00 2001 From: Nicholas Hastings Date: Wed, 3 Jun 2015 23:38:31 -0400 Subject: [PATCH 2/4] More small convar flag inc changes: * Re-added FCVAR_PLUGIN (shimmed to 0) and FCVAR_LAUNCHER with deprecation notes. * Changed defines to const ints. * Updated comments to use our newer, single-line comment style for cleanliness. --- plugins/include/console.inc | 77 ++++++++++++++++++++----------------- 1 file changed, 42 insertions(+), 35 deletions(-) diff --git a/plugins/include/console.inc b/plugins/include/console.inc index a0350c9b3..4617b06e2 100644 --- a/plugins/include/console.inc +++ b/plugins/include/console.inc @@ -58,41 +58,48 @@ enum ReplySource * @section Flags for console commands and console variables. The descriptions * for each constant come directly from the Source SDK. */ -#define FCVAR_NONE 0 /**< The default, no flags at all */ -#define FCVAR_UNREGISTERED (1<<0) /**< If this is set, don't add to linked list, etc. */ -#define FCVAR_DEVELOPMENTONLY (1<<1) /**< Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+) */ -#define FCVAR_GAMEDLL (1<<2) /**< Defined by the game DLL. */ -#define FCVAR_CLIENTDLL (1<<3) /**< Defined by the client DLL. */ -#define FCVAR_MATERIAL_SYSTEM (1<<4) /**< Defined by the material system. (EP1-only) */ -#define FCVAR_HIDDEN (1<<4) /**< Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+) */ -#define FCVAR_PROTECTED (1<<5) /**< 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. */ -#define FCVAR_SPONLY (1<<6) /**< This cvar cannot be changed by clients connected to a multiplayer server. */ -#define FCVAR_ARCHIVE (1<<7) /**< Set to cause it to be saved to vars.rc */ -#define FCVAR_NOTIFY (1<<8) /**< Notifies players when changed. */ -#define FCVAR_USERINFO (1<<9) /**< Changes the client's info string. */ -#define FCVAR_PRINTABLEONLY (1<<10) /**< This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.) */ -#define FCVAR_UNLOGGED (1<<11) /**< If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log */ -#define FCVAR_NEVER_AS_STRING (1<<12) /**< Never try to print that cvar. */ -#define FCVAR_REPLICATED (1<<13) /**< Server setting enforced on clients. */ -#define FCVAR_CHEAT (1<<14) /**< Only useable in singleplayer / debug / multiplayer & sv_cheats */ -#define FCVAR_SS (1<<15) /**< causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated (L4D+) */ -#define FCVAR_DEMO (1<<16) /**< Record this cvar when starting a demo file. */ -#define FCVAR_DONTRECORD (1<<17) /**< Don't record these command in demo files. */ -#define FCVAR_SS_ADDED (1<<18) /**< This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+) */ -#define FCVAR_RELEASE (1<<19) /**< Cvars tagged with this are the only cvars avaliable to customers (L4D+) */ -#define FCVAR_RELOAD_MATERIALS (1<<20) /**< If this cvar changes, it forces a material reload (OB+) */ -#define FCVAR_RELOAD_TEXTURES (1<<21) /**< If this cvar changes, if forces a texture reload (OB+) */ -#define FCVAR_NOT_CONNECTED (1<<22) /**< Cvar cannot be changed by a client that is connected to a server. */ -#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) /**< Indicates this cvar is read from the material system thread (OB+) */ -#define FCVAR_ARCHIVE_XBOX (1<<24) /**< Cvar written to config.cfg on the Xbox. */ -#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) /**< Cvar written to config.cfg on the Xbox. */ -#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) /**< used as a debugging tool necessary to check material system thread convars (OB+) */ -#define FCVAR_SERVER_CAN_EXECUTE (1<<28) /**< the server is allowed to execute this command on clients via - ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+) */ -#define FCVAR_SERVER_CANNOT_QUERY (1<<29) /**< If this is set, then the server is not allowed to query this cvar's value (via - IServerPluginHelpers::StartQueryCvarValue). */ -#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) /**< IVEngineClient::ClientCmd is allowed to execute this command. - Note: IVEngineClient::ClientCmd_Unrestricted can run any client command. */ + +// Deprecated. No logic using these flags ever existed in a released game. They only ever appeared in the first hl2sdk. +const int FCVAR_PLUGIN = 0; // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later. +const int FCVAR_LAUNCHER = (1<<1); // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use. + + +const int FCVAR_NONE = 0; // The default, no flags at all +const int FCVAR_UNREGISTERED = (1<<0); // If this is set, don't add to linked list, etc. +const int FCVAR_DEVELOPMENTONLY = (1<<1); // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+) +const int FCVAR_GAMEDLL = (1<<2); // Defined by the game DLL. +const int FCVAR_CLIENTDLL = (1<<3); // Defined by the client DLL. +const int FCVAR_MATERIAL_SYSTEM = (1<<4); // Defined by the material system. (EP1-only) +const int FCVAR_HIDDEN = (1<<4); // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+) +const int FCVAR_PROTECTED = (1<<5); // 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. +const int FCVAR_SPONLY = (1<<6); // This cvar cannot be changed by clients connected to a multiplayer server. +const int FCVAR_ARCHIVE = (1<<7); // Set to cause it to be saved to vars.rc +const int FCVAR_NOTIFY = (1<<8); // Notifies players when changed. +const int FCVAR_USERINFO = (1<<9); // Changes the client's info string. +const int FCVAR_PRINTABLEONLY = (1<<10); // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.) +const int FCVAR_UNLOGGED = (1<<11); // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log +const int FCVAR_NEVER_AS_STRING = (1<<12); // Never try to print that cvar. +const int FCVAR_REPLICATED = (1<<13); // Server setting enforced on clients. +const int FCVAR_CHEAT = (1<<14); // Only useable in singleplayer / debug / multiplayer & sv_cheats +const int FCVAR_SS = (1<<15); // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated (L4D+) +const int FCVAR_DEMO = (1<<16); // Record this cvar when starting a demo file. +const int FCVAR_DONTRECORD = (1<<17); // Don't record these command in demo files. +const int FCVAR_SS_ADDED = (1<<18); // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+) +const int FCVAR_RELEASE = (1<<19); // Cvars tagged with this are the only cvars avaliable to customers (L4D+) +const int FCVAR_RELOAD_MATERIALS = (1<<20); // If this cvar changes, it forces a material reload (OB+) +const int FCVAR_RELOAD_TEXTURES = (1<<21); // If this cvar changes, if forces a texture reload (OB+) +const int FCVAR_NOT_CONNECTED = (1<<22); // Cvar cannot be changed by a client that is connected to a server. +const int FCVAR_MATERIAL_SYSTEM_THREAD = (1<<23); // Indicates this cvar is read from the material system thread (OB+) +const int FCVAR_ARCHIVE_XBOX = (1<<24); // Cvar written to config.cfg on the Xbox. +const int FCVAR_ARCHIVE_GAMECONSOLE = (1<<24); // Cvar written to config.cfg on the Xbox. +const int FCVAR_ACCESSIBLE_FROM_THREADS = (1<<25); // used as a debugging tool necessary to check material system thread convars (OB+) +const int FCVAR_SERVER_CAN_EXECUTE = (1<<28); // the server is allowed to execute this command on clients via + // ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+) +const int FCVAR_SERVER_CANNOT_QUERY = (1<<29); // If this is set, then the server is not allowed to query this cvar's value (via + // IServerPluginHelpers::StartQueryCvarValue). +const int FCVAR_CLIENTCMD_CAN_EXECUTE = (1<<30); // IVEngineClient::ClientCmd is allowed to execute this command. + // Note: IVEngineClient::ClientCmd_Unrestricted can run any client command. /** * @endsection From 952ee53383f602fc5f3a060936d97959d295ca12 Mon Sep 17 00:00:00 2001 From: Nicholas Hastings Date: Thu, 4 Jun 2015 06:48:01 -0400 Subject: [PATCH 3/4] Converted back to defines. Added deprecation notices on FCVAR_PLUGIN and FCVAR_LAUNCHERONLY. --- plugins/include/console.inc | 71 +++++++++++++++++++------------------ 1 file changed, 36 insertions(+), 35 deletions(-) diff --git a/plugins/include/console.inc b/plugins/include/console.inc index 4617b06e2..bdb2ef226 100644 --- a/plugins/include/console.inc +++ b/plugins/include/console.inc @@ -59,46 +59,47 @@ enum ReplySource * for each constant come directly from the Source SDK. */ -// Deprecated. No logic using these flags ever existed in a released game. They only ever appeared in the first hl2sdk. -const int FCVAR_PLUGIN = 0; // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later. -const int FCVAR_LAUNCHER = (1<<1); // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use. +#pragma deprecated No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk. +#define FCVAR_PLUGIN 0 // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later. +#pragma deprecated Did you mean FCVAR_DEVELOPMENTONLY? (No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.) +#define FCVAR_LAUNCHER (1<<1) // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use. -const int FCVAR_NONE = 0; // The default, no flags at all -const int FCVAR_UNREGISTERED = (1<<0); // If this is set, don't add to linked list, etc. -const int FCVAR_DEVELOPMENTONLY = (1<<1); // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+) -const int FCVAR_GAMEDLL = (1<<2); // Defined by the game DLL. -const int FCVAR_CLIENTDLL = (1<<3); // Defined by the client DLL. -const int FCVAR_MATERIAL_SYSTEM = (1<<4); // Defined by the material system. (EP1-only) -const int FCVAR_HIDDEN = (1<<4); // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+) -const int FCVAR_PROTECTED = (1<<5); // It's a server cvar, but we don't send the data since it's a password, etc. +#define FCVAR_NONE 0 // The default, no flags at all +#define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc. +#define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+) +#define FCVAR_GAMEDLL (1<<2) // Defined by the game DLL. +#define FCVAR_CLIENTDLL (1<<3) // Defined by the client DLL. +#define FCVAR_MATERIAL_SYSTEM (1<<4) // Defined by the material system. (EP1-only) +#define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+) +#define FCVAR_PROTECTED (1<<5) // 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. -const int FCVAR_SPONLY = (1<<6); // This cvar cannot be changed by clients connected to a multiplayer server. -const int FCVAR_ARCHIVE = (1<<7); // Set to cause it to be saved to vars.rc -const int FCVAR_NOTIFY = (1<<8); // Notifies players when changed. -const int FCVAR_USERINFO = (1<<9); // Changes the client's info string. -const int FCVAR_PRINTABLEONLY = (1<<10); // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.) -const int FCVAR_UNLOGGED = (1<<11); // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log -const int FCVAR_NEVER_AS_STRING = (1<<12); // Never try to print that cvar. -const int FCVAR_REPLICATED = (1<<13); // Server setting enforced on clients. -const int FCVAR_CHEAT = (1<<14); // Only useable in singleplayer / debug / multiplayer & sv_cheats -const int FCVAR_SS = (1<<15); // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated (L4D+) -const int FCVAR_DEMO = (1<<16); // Record this cvar when starting a demo file. -const int FCVAR_DONTRECORD = (1<<17); // Don't record these command in demo files. -const int FCVAR_SS_ADDED = (1<<18); // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+) -const int FCVAR_RELEASE = (1<<19); // Cvars tagged with this are the only cvars avaliable to customers (L4D+) -const int FCVAR_RELOAD_MATERIALS = (1<<20); // If this cvar changes, it forces a material reload (OB+) -const int FCVAR_RELOAD_TEXTURES = (1<<21); // If this cvar changes, if forces a texture reload (OB+) -const int FCVAR_NOT_CONNECTED = (1<<22); // Cvar cannot be changed by a client that is connected to a server. -const int FCVAR_MATERIAL_SYSTEM_THREAD = (1<<23); // Indicates this cvar is read from the material system thread (OB+) -const int FCVAR_ARCHIVE_XBOX = (1<<24); // Cvar written to config.cfg on the Xbox. -const int FCVAR_ARCHIVE_GAMECONSOLE = (1<<24); // Cvar written to config.cfg on the Xbox. -const int FCVAR_ACCESSIBLE_FROM_THREADS = (1<<25); // used as a debugging tool necessary to check material system thread convars (OB+) -const int FCVAR_SERVER_CAN_EXECUTE = (1<<28); // the server is allowed to execute this command on clients via +#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server. +#define FCVAR_ARCHIVE (1<<7) // Set to cause it to be saved to vars.rc +#define FCVAR_NOTIFY (1<<8) // Notifies players when changed. +#define FCVAR_USERINFO (1<<9) // Changes the client's info string. +#define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.) +#define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log +#define FCVAR_NEVER_AS_STRING (1<<12) // Never try to print that cvar. +#define FCVAR_REPLICATED (1<<13) // Server setting enforced on clients. +#define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats +#define FCVAR_SS (1<<15) // causes varnameN where N 2 through max splitscreen slots for mod to be autogenerated (L4D+) +#define FCVAR_DEMO (1<<16) // Record this cvar when starting a demo file. +#define FCVAR_DONTRECORD (1<<17) // Don't record these command in demo files. +#define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+) +#define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars avaliable to customers (L4D+) +#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload (OB+) +#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload (OB+) +#define FCVAR_NOT_CONNECTED (1<<22) // Cvar cannot be changed by a client that is connected to a server. +#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread (OB+) +#define FCVAR_ARCHIVE_XBOX (1<<24) // Cvar written to config.cfg on the Xbox. +#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // Cvar written to config.cfg on the Xbox. +#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars (OB+) +#define FCVAR_SERVER_CAN_EXECUTE (1<<28) // the server is allowed to execute this command on clients via // ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+) -const int FCVAR_SERVER_CANNOT_QUERY = (1<<29); // If this is set, then the server is not allowed to query this cvar's value (via +#define FCVAR_SERVER_CANNOT_QUERY (1<<29) // If this is set, then the server is not allowed to query this cvar's value (via // IServerPluginHelpers::StartQueryCvarValue). -const int FCVAR_CLIENTCMD_CAN_EXECUTE = (1<<30); // IVEngineClient::ClientCmd is allowed to execute this command. +#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command. // Note: IVEngineClient::ClientCmd_Unrestricted can run any client command. /** From 74802ce96e2b1e9a78c4c9b7c038d7eb627625bc Mon Sep 17 00:00:00 2001 From: Nicholas Hastings Date: Thu, 4 Jun 2015 17:07:25 -0400 Subject: [PATCH 4/4] Minor indent fix. --- plugins/include/console.inc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/plugins/include/console.inc b/plugins/include/console.inc index bdb2ef226..7f27d50c4 100644 --- a/plugins/include/console.inc +++ b/plugins/include/console.inc @@ -73,7 +73,7 @@ enum ReplySource #define FCVAR_MATERIAL_SYSTEM (1<<4) // Defined by the material system. (EP1-only) #define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+) #define FCVAR_PROTECTED (1<<5) // 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. + // Sends 1 if it's not bland/zero, 0 otherwise as value. #define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server. #define FCVAR_ARCHIVE (1<<7) // Set to cause it to be saved to vars.rc #define FCVAR_NOTIFY (1<<8) // Notifies players when changed.