// All defines in this file are added from C++ side // It simply exists for documentation purposes #ifdef DOXYGEN /** * \defgroup Defines Defines * \desc static defines * @{ */ /*! \brief Define filled in with the current Major and Minor version (e.g. DAYZ_1_16) */ #define DAYZ_X_XX /*! \brief Enabled when game is in Buldozer mode */ #define BULDOZER /*! \brief Enabled when script is compiled for Workbench */ #define WORKBENCH /*! \note Present for server builds */ #define NO_GUI /*! \note Present for server builds */ #define NO_GUI_INGAME /*! \note Enabled via '-doScriptLogs=1' in launch parameters */ #define ENABLE_LOGGING /*! \note Enabled via '-logToFile=1' in launch parameters. Default '1' on internal and '0' on retail */ #define LOG_TO_FILE /*! \note Enabled via '-logToScript=1' in launch parameters. Default '1' on internal and '0' on retail */ #define LOG_TO_SCRIPT /*! \note Enabled via '-logToRpt=1' in launch parameters. Default '0' on internal and '0' on retail */ #define LOG_TO_RPT /*! \note Work in progress feature flag to prevent cursor from being hijacked by the game. Original intention was only DEVELOPER_DIAG but the fix later introduced problems in retail. */ #define FEATURE_CURSOR /*! \note Work in progress feature flag for the new reconciliation for players. */ #define FEATURE_NETWORK_RECONCILIATION /** * \defgroup BuildDefines Build defines * \desc Defines for different builds * @{ */ /*! \brief Define present in Diag builds */ #define DIAG /*! \note A build is always either DEVELOPER or RELEASE, one is always active */ #define DEVELOPER /*! \note includes Diag */ #define RELEASE /*! \brief DIAG || DEVELOPER */ #define DIAG_DEVELOPER /*! \brief Define present in Experimental builds */ #define BUILD_EXPERIMENTAL /** @}*/ /** * \defgroup ServerDefines Server defines * \desc Defines for dedicated server code * \note Only defined when CGame.IsDedicatedServer equals true * \note The platforms mentioned are the client platform, for game platform use PLATFORM defines * @{ */ /*! \brief Define always present on dedicated servers \note Should be preferred over using CGame.IsDedicatedServer when possible */ #define SERVER /*! \warning This is defined for Linux servers as well, as it targets Windows clients \note A server is always either FOR_WINDOWS, FOR_X1 or FOR_PS4 */ #define SERVER_FOR_WINDOWS /*! \note A server is always either FOR_WINDOWS, FOR_X1 or FOR_PS4 */ #define SERVER_FOR_X1 /*! \note A server is always either FOR_WINDOWS, FOR_X1 or FOR_PS4 */ #define SERVER_FOR_PS4 /*! \brief SERVER_FOR_X1 || SERVER_FOR_PS4 */ #define SERVER_FOR_CONSOLE /** @}*/ /** * \defgroup PlatformDefines Platform defines * \desc Defines for platform the build is built for * @{ */ #define PLATFORM_LINUX #define PLATFORM_WINDOWS #define PLATFORM_XBOX #define PLATFORM_PS4 /*! \brief PLATFORM_XBOX || PLATFORM_PS4 */ #define PLATFORM_CONSOLE /** @}*/ /** @}*/ #endif