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Configurable username for Multi-Player (ui_name), com_pause no cheat
D3BFG gets the username from Steam, in the GPL release it just uses the hostname. Now it's possible to set a custom name with the ui_name CVAR (like in classic doom3). If ui_name is empty ("") the hostname is used. The window losing focus in MP resulted in the console being spammed with "changing com_pause not allowed in Multi Player" (or similar) messages. Added CVAR_NOCHEAT flag to com_pause to get rid of that.
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4040a3a9ef
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a203345897
4 changed files with 32 additions and 6 deletions
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@ -91,6 +91,7 @@ typedef enum
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CVAR_GUI = BIT( 6 ), // gui variable
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CVAR_GAME = BIT( 7 ), // game variable
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CVAR_TOOL = BIT( 8 ), // tool variable
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// original doom3 used to have CVAR_USERINFO ("sent to servers, available to menu") here
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CVAR_SERVERINFO = BIT( 10 ), // sent from servers, available to menu
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CVAR_NETWORKSYNC = BIT( 11 ), // cvar is synced from the server to clients
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CVAR_STATIC = BIT( 12 ), // statically declared, not user created
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@ -89,7 +89,7 @@ idCVar preload_CommonAssets( "preload_CommonAssets", "1", CVAR_SYSTEM | CVAR_BOO
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idCVar net_inviteOnly( "net_inviteOnly", "1", CVAR_BOOL | CVAR_ARCHIVE, "whether or not the private server you create allows friends to join or invite only" );
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// DG: add cvar for pause
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idCVar com_pause( "com_pause", "0", CVAR_BOOL | CVAR_SYSTEM , "set to 1 to pause game, to 0 to unpause again" );
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idCVar com_pause( "com_pause", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "set to 1 to pause game, to 0 to unpause again" );
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// DG end
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extern idCVar g_demoMode;
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@ -41,6 +41,11 @@ idCVar win_isInParty( "win_isInParty", "0", CVAR_BOOL, "debugging cvar for platf
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idCVar win_partyCount( "win_partyCount", "0", CVAR_INTEGER, "debugginc var for platform party count" );
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#endif
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// DG: D3BFG got the username from steam, in the GPL release it just uses the hostname.
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// this adds a name to set a player name
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idCVar ui_name( "ui_name", "", CVAR_ARCHIVE, "player name - leave empty for default name (system's hostname)" );
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// DG end
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/*
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========================
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idSignInManagerWin::Shutdown
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@ -106,9 +111,16 @@ void idSignInManagerWin::RegisterLocalUser( int inputDevice )
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}
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static char machineName[128];
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gethostname( machineName, sizeof( machineName ) );
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// DG: support for ui_name
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const char* nameSource = ui_name.GetString();
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const char* nameSource = machineName;
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if( idStr::Length( nameSource ) == 0 )
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{
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// ui_name was empty => default to hostname
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gethostname( machineName, sizeof( machineName ) );
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nameSource = machineName;
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}
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// DG end
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idStr name( nameSource );
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int nameLength = name.Length();
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@ -124,6 +136,8 @@ void idSignInManagerWin::RegisterLocalUser( int inputDevice )
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}
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}
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idLib::Printf( "Added local user: %s\n", name.c_str() );
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idLocalUserWin& localUser = *localUsers.Alloc();
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localUser.Init( inputDevice, name.c_str(), localUsers.Num() );
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@ -39,6 +39,11 @@ idCVar win_isInParty( "win_isInParty", "0", CVAR_BOOL, "debugging cvar for platf
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idCVar win_partyCount( "win_partyCount", "0", CVAR_INTEGER, "debugginc var for platform party count" );
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#endif
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// DG: D3BFG got the username from steam, in the GPL release it just uses the hostname.
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// this adds a name to set a player name
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idCVar ui_name( "ui_name", "", CVAR_ARCHIVE, "player name - leave empty for default name (system's hostname)" );
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// DG end
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/*
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========================
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idSignInManagerWin::Shutdown
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@ -104,10 +109,16 @@ void idSignInManagerWin::RegisterLocalUser( int inputDevice )
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}
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static char machineName[128];
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DWORD len = 128;
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::GetComputerName( machineName, &len );
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// DG: support for ui_name
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const char* nameSource = ui_name.GetString();
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const char* nameSource = machineName;
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if( idStr::Length( nameSource ) == 0 )
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{
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DWORD len = 128;
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::GetComputerName( machineName, &len );
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nameSource = machineName;
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}
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// DG end
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idStr name( nameSource );
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int nameLength = name.Length();
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