# Conflicts: # Content.Client/Administration/UI/Logs/AdminLogsControl.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTab.xaml.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Mindshield/MindShieldSystem.cs # Content.Shared/Gravity/SharedGravitySystem.cs # Content.Shared/Implants/SharedSubdermalImplantSystem.cs # Resources/Locale/en-US/_strings/traits/traits.ftl # Resources/Prototypes/Entities/Clothing/Shoes/misc.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door_access.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Specific/Mech/mechs.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Machines/surveillance_camera_routers.yml # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json
131 lines
6.1 KiB
C#
131 lines
6.1 KiB
C#
using Robust.Shared.Configuration;
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namespace Content.Shared.CCVar;
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public sealed partial class CCVars
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{
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/// <summary>
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/// The sound played when clicking a UI button
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/// </summary>
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// Sunrise-Edit
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public static readonly CVarDef<string> UIClickSound =
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CVarDef.Create("interface.click_sound", "/Audio/_Sunrise/UserInterface/button_click.ogg", CVar.REPLICATED);
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/// <summary>
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/// The sound played when the mouse hovers over a clickable UI element
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/// </summary>
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// Sunrise-Edit
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public static readonly CVarDef<string> UIHoverSound =
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CVarDef.Create("interface.hover_sound", "/Audio/_Sunrise/UserInterface/button_hover.ogg", CVar.REPLICATED);
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/// <summary>
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/// The layout style of the UI
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/// </summary>
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public static readonly CVarDef<string> UILayout =
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CVarDef.Create("ui.layout", "Default", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The dimensions for the chat window in Default UI mode
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/// </summary>
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public static readonly CVarDef<string> DefaultScreenChatSize =
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CVarDef.Create("ui.default_chat_size", "", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The width of the chat panel in Separated UI mode
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/// </summary>
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public static readonly CVarDef<string> SeparatedScreenChatSize =
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CVarDef.Create("ui.separated_chat_size", "0.6,0", CVar.CLIENTONLY | CVar.ARCHIVE);
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public static readonly CVarDef<bool> OutlineEnabled =
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CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
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/// <summary>
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/// Determines the color to use when highlighting search results in the admin log browser.
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/// </summary>
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public static readonly CVarDef<string> AdminLogsHighlightColor =
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CVarDef.Create("ui.admin_logs_highlight_color", Color.Red.ToHex(), CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// Determines how antagonist status/roletype is displayed. Based on AdminOverlayAntagFormats enum
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/// Binary: Roletypes of interest get an "ANTAG" label
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/// Roletype: Roletypes of interest will have their roletype name displayed in their specific color
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/// Subtype: Roletypes of interest will have their subtype displayed. if subtype is not set, roletype will be shown.
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/// </summary>
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public static readonly CVarDef<string> AdminOverlayAntagFormat =
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CVarDef.Create("ui.admin_overlay_antag_format", "Subtype", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// If true, the admin overlay will display the total time of the players
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/// </summary>
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public static readonly CVarDef<bool> AdminOverlayPlaytime =
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CVarDef.Create("ui.admin_overlay_playtime", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// If true, the admin overlay will display the player's starting role.
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/// </summary>
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public static readonly CVarDef<bool> AdminOverlayStartingJob =
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CVarDef.Create("ui.admin_overlay_starting_job", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// Determines how antagonist status/roletype is displayed Before character names on the Player Tab
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/// Off: No symbol is shown.
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/// Basic: The same antag symbol is shown for anyone marked as antag.
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/// Specific: The roletype-specific symbol is shown for anyone marked as antag.
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/// </summary>
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public static readonly CVarDef<string> AdminPlayerTabSymbolSetting =
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CVarDef.Create("ui.admin_player_tab_symbols", "Specific", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// Determines what columns are colorized
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/// Off: None.
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/// Character: The character names of "roletypes-of-interest" have their role type's color.
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/// Roletype: Role types are shown in their respective colors.
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/// Both: Both characters and role types are colorized.
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/// </summary>
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public static readonly CVarDef<string> AdminPlayerTabColorSetting =
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CVarDef.Create("ui.admin_player_tab_color", "Both", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// Determines what's displayed in the Role column - role type, subtype, or both.
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/// RoleType
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/// SubType
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/// RoleTypeSubtype
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/// SubtypeRoleType
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/// </summary>
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public static readonly CVarDef<string> AdminPlayerTabRoleSetting =
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CVarDef.Create("ui.admin_player_tab_role", "Subtype", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// Determines how antagonist status/roletype is displayed. Based on AdminOverlayAntagSymbolStyles enum
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/// Off: No symbol is shown.
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/// Basic: The same antag symbol is shown for anyone marked as antag.
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/// Specific: The roletype-specific symbol is shown for anyone marked as antag.
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/// </summary>
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public static readonly CVarDef<string> AdminOverlaySymbolStyle =
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CVarDef.Create("ui.admin_overlay_symbol_style", "Specific", CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The range (in tiles) around the cursor within which the admin overlays of ghosts start to fade out
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/// </summary>
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public static readonly CVarDef<int> AdminOverlayGhostFadeDistance =
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CVarDef.Create("ui.admin_overlay_ghost_fade_distance", 6, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The range (in tiles) around the cursor within which the admin overlays of ghosts disappear
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/// </summary>
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public static readonly CVarDef<int> AdminOverlayGhostHideDistance =
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CVarDef.Create("ui.admin_overlay_ghost_hide_distance", 2, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The maximum range (in tiles) at which admin overlay entries still merge to form a stack
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/// Recommended to keep under 1, otherwise the overlays of people sitting next to each other will stack
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/// </summary>
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public static readonly CVarDef<float> AdminOverlayMergeDistance =
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CVarDef.Create("ui.admin_overlay_merge_distance", 0.33f, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// The maximum size that an overlay stack can reach. Additional overlays will be superimposed over the last one.
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/// </summary>
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public static readonly CVarDef<int> AdminOverlayStackMax =
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CVarDef.Create("ui.admin_overlay_stack_max", 3, CVar.CLIENTONLY | CVar.ARCHIVE);
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}
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