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# Description This PR splits all the CVars into separate files. Unfortunately I need to hella clean this up by restoring all the CVars that are different on EE, because cherrypicking it reset everything to Wizden's Defaults (Including CVars that no longer exist on EE, and removing CVars from systems I codeown now, such as Atmos, Guns, and Melee). # Changelog No changelog because this isn't player facing. :) --------- Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> (cherry picked from commit 357f8378c09ccb9f172fc720fd61deb25bc168ea)
27 lines
1.1 KiB
C#
27 lines
1.1 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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/// Controls if the game should run station events
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/// </summary>
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public static readonly CVarDef<bool>
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EventsEnabled = CVarDef.Create("events.enabled", true, CVar.ARCHIVE | CVar.SERVERONLY);
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/// <summary>
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/// Average time (in minutes) for when the ramping event scheduler should stop increasing the chaos modifier.
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/// Close to how long you expect a round to last, so you'll probably have to tweak this on downstreams.
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/// </summary>
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public static readonly CVarDef<float>
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EventsRampingAverageEndTime = CVarDef.Create("events.ramping_average_end_time", 40f, CVar.ARCHIVE | CVar.SERVERONLY);
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/// <summary>
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/// Average ending chaos modifier for the ramping event scheduler.
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/// Max chaos chosen for a round will deviate from this
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/// </summary>
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public static readonly CVarDef<float>
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EventsRampingAverageChaos = CVarDef.Create("events.ramping_average_chaos", 6f, CVar.ARCHIVE | CVar.SERVERONLY);
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}
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