Fix setting CVAR_VM_CREATED flag on user created cvars

Fix setting CVAR_VM_CREATED flag on cvars created using set[asu] commands (including archived cvars from cfg) and trap_Cvar_Set.

trap_Cvar_Register called Cvar_Get which cleared CVAR_USER_CREATED flag, but CVAR_VM_CREATED wasn't set because the cvar already existed.
This commit is contained in:
Zack Middleton 2013-04-06 01:06:34 -05:00
parent 6a763f0671
commit 0f62a565f9

View file

@ -334,6 +334,18 @@ cvar_t *Cvar_Get( const char *var_name, const char *var_value, int flags ) {
{
var_value = Cvar_Validate(var, var_value, qfalse);
// Make sure the game code cannot mark engine-added variables as gamecode vars
if(var->flags & CVAR_VM_CREATED)
{
if(!(flags & CVAR_VM_CREATED))
var->flags &= ~CVAR_VM_CREATED;
}
else if (!(var->flags & CVAR_USER_CREATED))
{
if(flags & CVAR_VM_CREATED)
flags &= ~CVAR_VM_CREATED;
}
// if the C code is now specifying a variable that the user already
// set a value for, take the new value as the reset value
if(var->flags & CVAR_USER_CREATED)
@ -354,18 +366,6 @@ cvar_t *Cvar_Get( const char *var_name, const char *var_value, int flags ) {
}
}
// Make sure the game code cannot mark engine-added variables as gamecode vars
if(var->flags & CVAR_VM_CREATED)
{
if(!(flags & CVAR_VM_CREATED))
var->flags &= ~CVAR_VM_CREATED;
}
else
{
if(flags & CVAR_VM_CREATED)
flags &= ~CVAR_VM_CREATED;
}
// Make sure servers cannot mark engine-added variables as SERVER_CREATED
if(var->flags & CVAR_SERVER_CREATED)
{