/* * 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_NETWORK_NETWORKCVARS_H #define CRYINCLUDE_CRYACTION_NETWORK_NETWORKCVARS_H #pragma once #include "IConsole.h" class CNetworkCVars { public: int BreakageLog; float VoiceVolume; float PhysSyncPingSmooth; float PhysSyncLagSmooth; int PhysDebug; int BreakTimeoutFrames; float BreakMaxWorldSize; float BreakWorldOffsetX; float BreakWorldOffsetY; int sv_LoadAllLayersForResList; static ILINE CNetworkCVars& Get() { CRY_ASSERT(s_pThis); return *s_pThis; } private: friend class CCryAction; // Our only creator CNetworkCVars(); // singleton stuff ~CNetworkCVars(); CNetworkCVars(const CNetworkCVars&); CNetworkCVars& operator= (const CNetworkCVars&); static CNetworkCVars* s_pThis; }; #endif // CRYINCLUDE_CRYACTION_NETWORK_NETWORKCVARS_H