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- // 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
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