392 lines
14 KiB
C++
392 lines
14 KiB
C++
#include "misccommands.h"
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#include "core/convar/concommand.h"
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#include "shared/playlist.h"
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#include "engine/r2engine.h"
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#include "client/r2client.h"
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#include "core/tier0.h"
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#include "engine/hoststate.h"
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#include "masterserver/masterserver.h"
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#include "mods/modmanager.h"
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#include "server/auth/serverauthentication.h"
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#include "squirrel/squirrel.h"
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void ConCommand_force_newgame(const CCommand& arg)
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{
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if (arg.ArgC() < 2)
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return;
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g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME;
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strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName));
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}
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void ConCommand_ns_start_reauth_and_leave_to_lobby(const CCommand& arg)
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{
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// hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect
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g_pMasterServerManager->m_bNewgameAfterSelfAuth = true;
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g_pMasterServerManager->AuthenticateWithOwnServer(g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken);
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}
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void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg)
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{
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if (g_pServerAuthentication->m_RemoteAuthenticationData.size())
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g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str());
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// weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this
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if (g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM)
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{
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g_pServerAuthentication->m_bNeedLocalAuthForNewgame = true;
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// this won't set playlist correctly on remote clients, don't think they can set playlist until they've left which sorta
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// fucks things should maybe set this in HostState_NewGame?
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R2::SetCurrentPlaylist("tdm");
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strcpy(g_pHostState->m_levelName, "mp_lobby");
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g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME;
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}
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}
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void ConCommand_cvar_setdefaultvalue(const CCommand& arg)
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{
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if (arg.ArgC() < 3)
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{
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spdlog::info("usage: cvar_setdefaultvalue mp_gamemode tdm");
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return;
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}
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ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
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if (!pCvar)
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{
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spdlog::info("usage: cvar_setdefaultvalue mp_gamemode tdm");
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return;
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}
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// unfortunately no way for us to not leak memory here, as default value might not be in writeable memory by default
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int nLen = strlen(arg.Arg(2));
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char* pBuf = new char[nLen + 1];
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strncpy_s(pBuf, nLen + 1, arg.Arg(2), nLen);
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pCvar->m_pszDefaultValue = pBuf;
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}
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void ConCommand_cvar_setvalueanddefaultvalue(const CCommand& arg)
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{
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if (arg.ArgC() < 3)
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{
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spdlog::info("usage: cvar_setvalueanddefaultvalue mp_gamemode tdm");
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return;
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}
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ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
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if (!pCvar)
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{
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spdlog::info("usage: cvar_setvalueanddefaultvalue mp_gamemode tdm");
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return;
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}
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// unfortunately no way for us to not leak memory here, as default value might not be in writeable memory by default
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int nLen = strlen(arg.Arg(2));
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char* pBuf = new char[nLen + 1];
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strncpy_s(pBuf, nLen + 1, arg.Arg(2), nLen);
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pCvar->m_pszDefaultValue = pBuf;
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pCvar->SetValue(pCvar->m_pszDefaultValue);
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}
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void ConCommand_cvar_reset(const CCommand& arg)
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{
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if (arg.ArgC() < 2)
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{
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spdlog::info("usage: cvar_reset mp_gamemode");
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return;
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}
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ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
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if (!pCvar)
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{
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spdlog::info("usage: cvar_reset mp_gamemode");
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return;
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}
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// reset cvar
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pCvar->SetValue(pCvar->m_pszDefaultValue);
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}
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void AddMiscConCommands()
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{
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RegisterConCommand(
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"force_newgame",
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ConCommand_force_newgame,
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"forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
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FCVAR_NONE);
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RegisterConCommand(
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"ns_start_reauth_and_leave_to_lobby",
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ConCommand_ns_start_reauth_and_leave_to_lobby,
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"called by the server, used to reauth and return the player to lobby when leaving a game",
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FCVAR_SERVER_CAN_EXECUTE);
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// this is a concommand because we make a deferred call to it from another thread
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RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE);
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RegisterConCommand(
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"cvar_setdefaultvalue",
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ConCommand_cvar_setdefaultvalue,
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"overwrites the default value of a cvar, for use with script and cvar_reset",
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FCVAR_NONE);
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RegisterConCommand(
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"cvar_setvalueanddefaultvalue",
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ConCommand_cvar_setvalueanddefaultvalue,
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"overwrites the current value and default value of a cvar, for use with script and cvar_reset",
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FCVAR_NONE);
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RegisterConCommand("cvar_reset", ConCommand_cvar_reset, "resets a cvar's value to its default value", FCVAR_NONE);
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}
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// fixes up various cvar flags to have more sane values
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void FixupCvarFlags()
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{
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if (CommandLine()->CheckParm("-allowdevcvars"))
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{
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// strip hidden and devonly cvar flags
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int iNumCvarsAltered = 0;
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for (auto& pair : g_pCVar->DumpToMap())
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{
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// strip flags
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int flags = pair.second->GetFlags();
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if (flags & FCVAR_DEVELOPMENTONLY)
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{
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flags &= ~FCVAR_DEVELOPMENTONLY;
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iNumCvarsAltered++;
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}
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if (flags & FCVAR_HIDDEN)
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{
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flags &= ~FCVAR_HIDDEN;
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iNumCvarsAltered++;
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}
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pair.second->m_nFlags = flags;
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}
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spdlog::info("Removed {} hidden/devonly cvar flags", iNumCvarsAltered);
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}
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// make all engine client commands FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS
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// these are usually checked through CGameClient::IsEngineClientCommand, but we get more control over this if we just do it through
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// cvar flags
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const char** ppEngineClientCommands = CModule("engine.dll").Offset(0x7C5EF0).RCast<const char**>();
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int i = 0;
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do
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{
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ConCommandBase* pCommand = g_pCVar->FindCommandBase(ppEngineClientCommands[i]);
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if (pCommand) // not all the commands in this array actually exist in respawn source
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pCommand->m_nFlags |= FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS;
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} while (ppEngineClientCommands[++i]);
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// array of cvars and the flags we want to add to them
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const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_ADD_FLAGS = {
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// system commands (i.e. necessary for proper functionality)
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// servers need to be able to disconnect
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{"disconnect", FCVAR_SERVER_CAN_EXECUTE},
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// cheat commands
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{"give", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"give_server", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"givecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"takecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"switchclass", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"set", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"_setClassVarServer", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_throw", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_setname", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_teleport", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_remove", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_remove_all", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_fire", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"particle_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"particle_recreate", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"particle_kill", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"test_setteam", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"melee_lunge_ent", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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// fcvars that should be cheats
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{"net_ignoreAllSnapshots", FCVAR_CHEAT},
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{"highlight_draw", FCVAR_CHEAT},
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// these should potentially be replicated rather than cheat, like sv_footsteps is
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// however they're defined on client, so can't make replicated atm sadly
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{"cl_footstep_event_max_dist", FCVAR_CHEAT},
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{"cl_footstep_event_max_dist_titan", FCVAR_CHEAT},
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};
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// array of cvars and the flags we want to remove from them
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const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_REMOVE_FLAGS = {
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// unsure how this command works, not even sure it's used on retail servers, deffo shouldn't be used on northstar
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{"migrateme", FCVAR_SERVER_CAN_EXECUTE | FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"recheck", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // we don't need this on northstar servers, it's for communities
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// unsure how these work exactly (rpt system likely somewhat stripped?), removing anyway since they won't be used
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{"rpt_client_enable", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"rpt_password", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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// these are devonly by default but should be modifyable
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// NOTE: not all of these may actually do anything or work properly in practice
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// network settings
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{"cl_updaterate_mp", FCVAR_DEVELOPMENTONLY},
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{"cl_updaterate_sp", FCVAR_DEVELOPMENTONLY},
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{"clock_bias_sp", FCVAR_DEVELOPMENTONLY},
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{"clock_bias_mp", FCVAR_DEVELOPMENTONLY},
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{"cl_interpolate", FCVAR_DEVELOPMENTONLY}, // super duper ultra fucks anims if changed
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{"cl_interpolateSoAllAnimsLoop", FCVAR_DEVELOPMENTONLY},
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{"cl_cmdrate", FCVAR_DEVELOPMENTONLY},
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{"cl_cmdbackup", FCVAR_DEVELOPMENTONLY},
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{"rate", FCVAR_DEVELOPMENTONLY},
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{"net_minroutable", FCVAR_DEVELOPMENTONLY},
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{"net_maxroutable", FCVAR_DEVELOPMENTONLY},
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{"net_lerpFields", FCVAR_DEVELOPMENTONLY},
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{"net_ignoreAllSnapshots", FCVAR_DEVELOPMENTONLY},
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{"net_chokeloop", FCVAR_DEVELOPMENTONLY},
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{"sv_unlag", FCVAR_DEVELOPMENTONLY},
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{"sv_maxunlag", FCVAR_DEVELOPMENTONLY},
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{"sv_lagpushticks", FCVAR_DEVELOPMENTONLY},
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{"sv_instancebaselines", FCVAR_DEVELOPMENTONLY},
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{"sv_voiceEcho", FCVAR_DEVELOPMENTONLY},
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{"net_compresspackets", FCVAR_DEVELOPMENTONLY},
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{"net_compresspackets_minsize", FCVAR_DEVELOPMENTONLY},
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{"net_verifyEncryption", FCVAR_DEVELOPMENTONLY}, // unsure if functional in retail
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// gameplay settings
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{"vel_samples", FCVAR_DEVELOPMENTONLY},
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{"vel_sampleFrequency", FCVAR_DEVELOPMENTONLY},
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{"sv_friction", FCVAR_DEVELOPMENTONLY},
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{"sv_stopspeed", FCVAR_DEVELOPMENTONLY},
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{"sv_airaccelerate", FCVAR_DEVELOPMENTONLY},
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{"sv_forceGrapplesToFail", FCVAR_DEVELOPMENTONLY},
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{"sv_maxvelocity", FCVAR_DEVELOPMENTONLY},
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{"sv_footsteps", FCVAR_DEVELOPMENTONLY},
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// these 2 are flagged as CHEAT above, could be made REPLICATED later potentially
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{"cl_footstep_event_max_dist", FCVAR_DEVELOPMENTONLY},
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{"cl_footstep_event_max_dist_titan", FCVAR_DEVELOPMENTONLY},
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{"sv_balanceTeams", FCVAR_DEVELOPMENTONLY},
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{"rodeo_enable", FCVAR_DEVELOPMENTONLY},
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{"sv_forceRodeoToFail", FCVAR_DEVELOPMENTONLY},
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{"player_find_rodeo_target_per_cmd", FCVAR_DEVELOPMENTONLY}, // todo test before merge
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{"hud_takesshots", FCVAR_DEVELOPMENTONLY}, // very likely does not work but would be cool if it did
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{"cam_collision", FCVAR_DEVELOPMENTONLY},
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{"cam_idealdelta", FCVAR_DEVELOPMENTONLY},
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{"cam_ideallag", FCVAR_DEVELOPMENTONLY},
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// graphics/visual settings
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{"mat_colorcorrection", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoRadius", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoDepthMax", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoBlurSharpness", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoIntensity", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoBias", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoDistanceLerp", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoBlurRadius", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoExponent", FCVAR_DEVELOPMENTONLY},
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{"r_hbaoDepthFadePctDefault", FCVAR_DEVELOPMENTONLY},
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{"r_drawscreenspaceparticles", FCVAR_DEVELOPMENTONLY},
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{"ui_loadingscreen_fadeout_time", FCVAR_DEVELOPMENTONLY},
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{"ui_loadingscreen_fadein_time", FCVAR_DEVELOPMENTONLY},
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{"ui_loadingscreen_transition_time", FCVAR_DEVELOPMENTONLY},
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{"ui_loadingscreen_mintransition_time", FCVAR_DEVELOPMENTONLY},
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// these 2 could be FCVAR_CHEAT, i guess?
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{"cl_draw_player_model", FCVAR_DEVELOPMENTONLY},
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{"cl_always_draw_3p_player", FCVAR_DEVELOPMENTONLY},
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{"idcolor_neutral", FCVAR_DEVELOPMENTONLY},
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{"idcolor_ally", FCVAR_DEVELOPMENTONLY},
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{"idcolor_ally_cb1", FCVAR_DEVELOPMENTONLY},
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{"idcolor_ally_cb2", FCVAR_DEVELOPMENTONLY},
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{"idcolor_ally_cb3", FCVAR_DEVELOPMENTONLY},
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{"idcolor_enemy", FCVAR_DEVELOPMENTONLY},
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{"idcolor_enemy_cb1", FCVAR_DEVELOPMENTONLY},
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{"idcolor_enemy_cb2", FCVAR_DEVELOPMENTONLY},
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{"idcolor_enemy_cb3", FCVAR_DEVELOPMENTONLY},
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{"playerListPartyColorR", FCVAR_DEVELOPMENTONLY},
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{"playerListPartyColorG", FCVAR_DEVELOPMENTONLY},
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{"playerListPartyColorB", FCVAR_DEVELOPMENTONLY},
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{"playerListUseFriendColor", FCVAR_DEVELOPMENTONLY},
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{"fx_impact_neutral", FCVAR_DEVELOPMENTONLY},
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{"fx_impact_ally", FCVAR_DEVELOPMENTONLY},
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{"fx_impact_enemy", FCVAR_DEVELOPMENTONLY},
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{"hitch_alert_color", FCVAR_DEVELOPMENTONLY},
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{"particles_cull_all", FCVAR_DEVELOPMENTONLY},
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{"particles_cull_dlights", FCVAR_DEVELOPMENTONLY},
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{"map_settings_override", FCVAR_DEVELOPMENTONLY},
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{"highlight_draw", FCVAR_DEVELOPMENTONLY},
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// sys/engine settings
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{"sleep_when_meeting_framerate", FCVAR_DEVELOPMENTONLY},
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{"sleep_when_meeting_framerate_headroom_ms", FCVAR_DEVELOPMENTONLY},
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{"not_focus_sleep", FCVAR_DEVELOPMENTONLY},
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{"sp_not_focus_pause", FCVAR_DEVELOPMENTONLY},
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{"joy_requireFocus", FCVAR_DEVELOPMENTONLY},
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{"host_thread_mode", FCVAR_DEVELOPMENTONLY},
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{"phys_enable_simd_optimizations", FCVAR_DEVELOPMENTONLY},
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{"phys_enable_experimental_optimizations", FCVAR_DEVELOPMENTONLY},
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{"community_frame_run", FCVAR_DEVELOPMENTONLY},
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{"sv_single_core_dedi", FCVAR_DEVELOPMENTONLY},
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{"sv_stressbots", FCVAR_DEVELOPMENTONLY},
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{"fatal_script_errors", FCVAR_DEVELOPMENTONLY},
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{"fatal_script_errors_client", FCVAR_DEVELOPMENTONLY},
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{"fatal_script_errors_server", FCVAR_DEVELOPMENTONLY},
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{"script_error_on_midgame_load", FCVAR_DEVELOPMENTONLY}, // idk what this is
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{"ai_ainRebuildOnMapStart", FCVAR_DEVELOPMENTONLY},
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{"save_enable", FCVAR_DEVELOPMENTONLY},
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// cheat commands
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{"switchclass", FCVAR_DEVELOPMENTONLY},
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{"set", FCVAR_DEVELOPMENTONLY},
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{"_setClassVarServer", FCVAR_DEVELOPMENTONLY},
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// reparse commands
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{"aisettings_reparse", FCVAR_DEVELOPMENTONLY},
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{"aisettings_reparse_client", FCVAR_DEVELOPMENTONLY},
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{"damagedefs_reparse", FCVAR_DEVELOPMENTONLY},
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{"damagedefs_reparse_client", FCVAR_DEVELOPMENTONLY},
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{"playerSettings_reparse", FCVAR_DEVELOPMENTONLY},
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{"_playerSettings_reparse_Server", FCVAR_DEVELOPMENTONLY},
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};
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const std::vector<std::tuple<const char*, const char*>> CVAR_FIXUP_DEFAULT_VALUES = {
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{"sv_stressbots", "0"}, // not currently used but this is probably a bad default if we get bots working
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{"cl_pred_optimize", "0"} // fixes issues with animation prediction in thirdperson
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};
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for (auto& fixup : CVAR_FIXUP_ADD_FLAGS)
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{
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ConCommandBase* command = g_pCVar->FindCommandBase(std::get<0>(fixup));
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if (command)
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command->m_nFlags |= std::get<1>(fixup);
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}
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for (auto& fixup : CVAR_FIXUP_REMOVE_FLAGS)
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{
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ConCommandBase* command = g_pCVar->FindCommandBase(std::get<0>(fixup));
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if (command)
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command->m_nFlags &= ~std::get<1>(fixup);
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}
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for (auto& fixup : CVAR_FIXUP_DEFAULT_VALUES)
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{
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ConVar* cvar = g_pCVar->FindVar(std::get<0>(fixup));
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if (cvar && !strcmp(cvar->GetString(), cvar->m_pszDefaultValue))
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{
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cvar->SetValue(std::get<1>(fixup));
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cvar->m_pszDefaultValue = std::get<1>(fixup);
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}
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}
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}
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