diff --git a/sp/src/vscript/vscript_bindings_base.cpp b/sp/src/vscript/vscript_bindings_base.cpp index 69ca2187..4f20234a 100644 --- a/sp/src/vscript/vscript_bindings_base.cpp +++ b/sp/src/vscript/vscript_bindings_base.cpp @@ -539,11 +539,12 @@ void RegisterBaseBindings( IScriptVM *pVM ) ScriptRegisterConstant( pVM, FCVAR_SPONLY, "If this convar flag is set, it can't be changed by clients connected to a multiplayer server." ); ScriptRegisterConstant( pVM, FCVAR_ARCHIVE, "If this convar flag is set, its value will be saved when the game is exited." ); ScriptRegisterConstant( pVM, FCVAR_NOTIFY, "If this convar flag is set, it will notify players when it is changed." ); + ScriptRegisterConstant( pVM, FCVAR_CHEAT, "Only useable in singleplayer / debug / multiplayer & sv_cheats" ); ScriptRegisterConstant( pVM, FCVAR_USERINFO, "If this convar flag is set, it will be marked as info which plays a part in how the server identifies a client." ); ScriptRegisterConstant( pVM, FCVAR_PRINTABLEONLY, "If this convar flag is set, it cannot contain unprintable characters. Used for player name cvars, etc." ); ScriptRegisterConstant( pVM, FCVAR_UNLOGGED, "If this convar flag is set, it will not log its changes if a log is being created." ); ScriptRegisterConstant( pVM, FCVAR_NEVER_AS_STRING, "If this convar flag is set, it will never be printed as a string." ); - ScriptRegisterConstant( pVM, FCVAR_REPLICATED, "If this convar flag is set, it will enforce a serverside value on any clientside counterparts. (also known as FCAR_SERVER)" ); + ScriptRegisterConstant( pVM, FCVAR_REPLICATED, "If this convar flag is set, it will enforce a serverside value on any clientside counterparts. (also known as FCVAR_SERVER)" ); ScriptRegisterConstant( pVM, FCVAR_DEMO, "If this convar flag is set, it will be recorded when starting a demo file." ); ScriptRegisterConstant( pVM, FCVAR_DONTRECORD, "If this convar flag is set, it will NOT be recorded when starting a demo file." ); ScriptRegisterConstant( pVM, FCVAR_RELOAD_MATERIALS, "If this convar flag is set, it will force a material reload when it changes." );