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now fixing up the CVar hash table in Cvar_Nuke
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2 changed files with 21 additions and 0 deletions
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@ -138,6 +138,8 @@ chg: r_fullbright is now latched again
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chg: negative r_swapInterval values will request adaptive V-Sync when using an OpenGL back-end
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fix: removing CVars through unset/cvar_trim/cvar_restart could leave data in an invalid state
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fix: r_detailTextures 0 would mess up shaders where "detail" was used in a stage that isn't the last one
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fix: dynamic lights could incorrectly stop applying to moving entities (e.g. cpm25 elevator)
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@ -881,6 +881,25 @@ static void Cvar_Toggle_f( void )
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static void Cvar_Nuke( cvar_t* var )
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{
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// remove this cvar from the hash table so that
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// a) it doesn't show up as existing, and
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// b) it doesn't make other registered cvars not show up as existing
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// (a zeroed cvar_t struct would cause an early exit in Cvar_FindVar)
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const long hash = Cvar_Hash( var->name );
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cvar_t** hashVarIter = &hashTable[hash];
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for ( ;; ) {
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cvar_t* const hashVar = *hashVarIter;
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if ( hashVar == NULL ) {
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Com_Printf( "ERROR: CVar '%s' not found in hash map\n", var->name );
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break;
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}
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if ( hashVar == var ) {
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*hashVarIter = var->hashNext;
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break;
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}
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hashVarIter = &hashVar->hashNext;
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}
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if ( var->name )
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Z_Free( var->name );
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