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FCVar

Source 2 console variable / console command flags, as the engine's tier0 names them.

public enum FCVar : ulong

Namespace: DeadworksManaged.Api
Inherits / implements: ulong
Source: ConCommands/FCVar.cs#L5

Values​

NameValueDescription
None0
LinkedConCommand1UL << 0Allows command callback chaining: when the command is dispatched, every chained callback fires.
DevelopmentOnly1UL << 1Hidden in released products. Removed automatically if ALLOW_DEVELOPMENT_CVARS is defined.
GameDll1UL << 2Defined by the game DLL.
ClientDll1UL << 3Defined by the client DLL.
Hidden1UL << 4Hidden. Doesn't appear in find or auto complete. Like DevelopmentOnly, but can't be compiled out.
Protected1UL << 5ConVar only: it's a server cvar, but the data isn't sent because it's a password etc.
SpOnly1UL << 6This cvar cannot be changed by clients connected to a multiplayer server.
Archive1UL << 7Set to cause it to be saved to vars.rc.
Notify1UL << 8Notifies players when changed.
UserInfo1UL << 9Changes the client's info string.
Reference1UL << 10The cvar is a reference to one registered in another module, until that one is registered.
Unlogged1UL << 11If this is a server cvar, don't log changes to the log file / console when creating a log.
InitialSetValue1UL << 12Set for the first SetValue, with the default or a value from gameinfo. Mostly for callbacks to check.
Replicated1UL << 13Server setting enforced on clients (ConVar shared between client and server).
Cheat1UL << 14Only useable in singleplayer / debug / multiplayer with sv_cheats.
PerUser1UL << 15Causes varnameN where N == 2..max splitscreen slots to be autogenerated.
Demo1UL << 16Record this cvar when starting a demo file.
DontRecord1UL << 17Don't record this command in demo files.
PerformingCallbacks1UL << 18Set while the cvar runs its change callbacks; a value set during them is queued until they finish.
Release1UL << 19The only cvars available to customers.
MenuBarItem1UL << 20
CommandLineEnforced1UL << 21Set from the launch options, so resetting cvars to their defaults by flag leaves it.
NotConnected1UL << 22Cvar cannot be changed by a client that is connected to a server.
VConsoleFuzzyMatching1UL << 23
ServerCanExecute1UL << 24The server is allowed to execute this command on clients via ClientCommand / NET_StringCmd / CBaseClientState::ProcessStringCmd.
ClientCanExecute1UL << 25Clients may execute this command.
ServerCannotQuery1UL << 26If set, the server is not allowed to query this cvar's value (via IServerPluginHelpers::StartQueryCvarValue).
VConsoleSetFocus1UL << 27
ClientCmdCanExecute1UL << 28IVEngineClient::ClientCmd is allowed to execute this command. (ClientCmd_Unrestricted runs any.)
ExecutePerTick1UL << 29
Defensive1UL << 32