/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYACTION_CRYACTIONCVARS_H #define CRYINCLUDE_CRYACTION_CRYACTIONCVARS_H #pragma once #include "IConsole.h" class CCryActionCVars { public: float playerInteractorRadius; //Controls CInteractor action radius int debugItemMemStats; //Displays item mem stats int g_debug_stats; int g_statisticsMode; int useCurrentUserNameAsDefault; #if !defined(_RELEASE) int g_userNeverAutoSignsIn; #endif #ifdef AI_LOG_SIGNALS int aiLogSignals; float aiMaxSignalDuration; #endif int aiFlowNodeAlertnessCheck; // Disable HUD debug text int cl_DisableHUDText; int g_gameplayAnalyst; int g_multiplayerEnableVehicles; // Cooperative Animation System int co_coopAnimDebug; int co_usenewcoopanimsystem; int co_slideWhileStreaming; // ~Cooperative Animation System int g_syncClassRegistry; int g_allowSaveLoadInEditor; int g_saveLoadBasicEntityOptimization; int g_debugSaveLoadMemory; int g_saveLoadUseExportedEntityList; int g_useXMLCPBinForSaveLoad; int g_XMLCPBGenerateXmlDebugFiles; int g_XMLCPBAddExtraDebugInfoToXmlDebugFiles; int g_XMLCPBSizeReportThreshold; int g_XMLCPBUseExtraZLibCompression; int g_XMLCPBBlockQueueLimit; int g_saveLoadExtendedLog; int g_debugDialogBuffers; int g_allowDisconnectIfUpdateFails; int g_useSinglePosition; int g_handleEvents; int g_disableInputKeyFlowNodeInDevMode; int g_disableSequencePlayback; int g_enableMergedMeshRuntimeAreas; // AI stances ICVar* ag_defaultAIStance; //Feature Test CVARS ICVar* ft_runFeatureTest; //~Feature Test CVARS static ILINE CCryActionCVars& Get() { CRY_ASSERT(s_pThis); return *s_pThis; } private: friend class CCryAction; // Our only creator CCryActionCVars(); // singleton stuff ~CCryActionCVars(); static CCryActionCVars* s_pThis; static void DumpEntitySerializationData(IConsoleCmdArgs* pArgs); static void DumpClassRegistry(IConsoleCmdArgs* pArgs); }; #endif // CRYINCLUDE_CRYACTION_CRYACTIONCVARS_H