mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-29 23:42:33 +00:00
84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
516 lines
18 KiB
C++
516 lines
18 KiB
C++
/*
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** c_cvars.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __C_CVARS_H__
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#define __C_CVARS_H__
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#include "zstring.h"
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#include "tarray.h"
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class FSerializer; // this needs to go away.
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/*
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==========================================================
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CVARS (console variables)
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==========================================================
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*/
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enum
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{
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CVAR_ARCHIVE = 1, // set to cause it to be saved to config.
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CVAR_USERINFO = 1 << 1, // added to userinfo when changed.
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CVAR_SERVERINFO = 1 << 2, // added to serverinfo when changed.
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CVAR_NOSET = 1 << 3, // don't allow change from console at all,
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// but can be set from the command line.
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CVAR_LATCH = 1 << 4, // save changes until server restart.
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CVAR_UNSETTABLE = 1 << 5, // can unset this var from console.
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CVAR_DEMOSAVE = 1 << 6, // save the value of this cvar in a demo.
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CVAR_ISDEFAULT = 1 << 7, // is cvar unchanged since creation?
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CVAR_AUTO = 1 << 8, // allocated; needs to be freed when destroyed.
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CVAR_NOINITCALL = 1 << 9, // don't call callback at game start.
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CVAR_GLOBALCONFIG = 1 << 10, // cvar is saved to global config section.
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CVAR_VIDEOCONFIG = 1 << 11, // cvar is saved to video config section (not implemented).
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CVAR_NOSAVE = 1 << 12, // when used with CVAR_SERVERINFO, do not save var to savegame
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// and config.
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CVAR_MOD = 1 << 13, // cvar was defined by a mod.
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CVAR_IGNORE = 1 << 14, // do not send cvar across the network/inaccesible from ACS
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// (dummy mod cvar).
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CVAR_CHEAT = 1 << 15, // can be set only when sv_cheats is enabled.
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CVAR_UNSAFECONTEXT = 1 << 16, // cvar value came from unsafe context.
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CVAR_VIRTUAL = 1 << 17, // do not invoke the callback recursively so it can be used to
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// mirror an external variable.
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CVAR_CONFIG_ONLY = 1 << 18, // do not save var to savegame and do not send it across network.
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};
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union UCVarValue
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{
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bool Bool;
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int Int;
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float Float;
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const char* String;
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UCVarValue() = default;
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UCVarValue(bool v) { Bool = v; }
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UCVarValue(int v) { Int = v; }
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UCVarValue(float v) { Float = v; }
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UCVarValue(const char * v) { String = v; }
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};
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enum ECVarType
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{
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CVAR_Bool,
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CVAR_Int,
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CVAR_Float,
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CVAR_String,
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CVAR_Color, // stored as CVAR_Int
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CVAR_DummyBool, // just redirects to another cvar
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CVAR_DummyInt, // just redirects to another cvar
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CVAR_Dummy // Unknown
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};
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class FConfigFile;
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class FxCVar;
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class FBaseCVar;
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// These are calls into the game code. Having these hard coded in the CVAR implementation has always been the biggest blocker
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// for reusing the CVAR module outside of ZDoom. So now they get called through this struct for easier reusability.
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struct ConsoleCallbacks
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{
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void (*UserInfoChanged)(FBaseCVar*);
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bool (*SendServerInfoChange)(FBaseCVar* cvar, UCVarValue value, ECVarType type);
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bool (*SendServerFlagChange)(FBaseCVar* cvar, int bitnum, bool set, bool silent);
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FBaseCVar* (*GetUserCVar)(int playernum, const char* cvarname);
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bool (*MustLatch)();
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};
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class FBaseCVar
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{
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public:
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FBaseCVar (const char *name, uint32_t flags, void (*callback)(FBaseCVar &), const char *descr);
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virtual ~FBaseCVar ();
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inline void Callback ()
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{
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if (m_Callback && !inCallback)
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{
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inCallback = !!(Flags & CVAR_VIRTUAL); // Virtual CVARs never invoke the callback recursively, giving it a chance to manipulate the value without side effects.
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m_Callback(*this);
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inCallback = false;
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}
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}
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inline const char *GetName () const { return VarName.GetChars(); }
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inline uint32_t GetFlags () const { return Flags; }
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inline FBaseCVar *GetNext() const { return m_Next; }
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void CmdSet (const char *newval);
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void ForceSet (UCVarValue value, ECVarType type, bool nouserinfosend=false);
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void SetGenericRep (UCVarValue value, ECVarType type);
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void ResetToDefault ();
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void SetArchiveBit () { Flags |= CVAR_ARCHIVE; }
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void MarkUnsafe();
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void MarkSafe() { Flags &= ~CVAR_UNSAFECONTEXT; }
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void AddDescription(const FString& label)
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{
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if (Description.IsEmpty()) Description = label;
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}
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int ToInt()
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{
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ECVarType vt;
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auto val = GetFavoriteRep(&vt);
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return ToInt(val, vt);
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}
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virtual ECVarType GetRealType () const = 0;
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virtual const char *GetHumanString(int precision=-1) const;
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virtual UCVarValue GetGenericRep (ECVarType type) const = 0;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const = 0;
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virtual const char *GetHumanStringDefault(int precision = -1) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const = 0;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const = 0;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type) = 0;
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FBaseCVar &operator= (const FBaseCVar &var)
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{ UCVarValue val; ECVarType type; val = var.GetFavoriteRep (&type); SetGenericRep (val, type); return *this; }
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static void EnableNoSet (); // enable the honoring of CVAR_NOSET
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static void EnableCallbacks ();
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static void DisableCallbacks ();
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static void ResetColors (); // recalc color cvars' indices after screen change
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static void ListVars (const char *filter, bool plain);
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const FString &GetDescription() const { return Description; };
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const FString& GetToggleMessage(int which) { return ToggleMessages[which]; }
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void SetToggleMessages(const char* on, const char* off)
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{
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ToggleMessages[0] = off;
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ToggleMessages[1] = on;
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}
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void SetCallback(void (*callback)(FBaseCVar&));
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void ClearCallback();
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void SetExtraDataPointer(void *pointer);
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void* GetExtraDataPointer();
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type) = 0;
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static bool ToBool (UCVarValue value, ECVarType type);
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static int ToInt (UCVarValue value, ECVarType type);
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static float ToFloat (UCVarValue value, ECVarType type);
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static const char *ToString (UCVarValue value, ECVarType type);
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static UCVarValue FromBool (bool value, ECVarType type);
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static UCVarValue FromInt (int value, ECVarType type);
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static UCVarValue FromFloat (float value, ECVarType type);
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static UCVarValue FromString (const char *value, ECVarType type);
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FString VarName;
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FString SafeValue;
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FString Description;
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FString ToggleMessages[2];
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uint32_t Flags;
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bool inCallback = false;
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private:
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FBaseCVar (const FBaseCVar &var) = delete;
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FBaseCVar (const char *name, uint32_t flags);
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void (*m_Callback)(FBaseCVar &);
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FBaseCVar *m_Next;
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static inline bool m_UseCallback = false;
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static inline bool m_DoNoSet = false;
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void *m_ExtraDataPointer;
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// These need to go away!
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friend FString C_GetMassCVarString (uint32_t filter, bool compact);
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friend void C_SerializeCVars(FSerializer& arc, const char* label, uint32_t filter);
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friend void C_ReadCVars (uint8_t **demo_p);
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friend void C_BackupCVars (void);
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friend FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev);
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friend FBaseCVar *FindCVarSub (const char *var_name, int namelen);
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friend void UnlatchCVars (void);
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friend void DestroyCVarsFlagged (uint32_t flags);
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friend void C_ArchiveCVars (FConfigFile *f, uint32_t filter);
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friend void C_SetCVarsToDefaults (void);
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friend void FilterCompactCVars (TArray<FBaseCVar *> &cvars, uint32_t filter);
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friend void C_DeinitConsole();
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friend void C_ListCVarsWithoutDescription();
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};
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// Returns a string with all cvars whose flags match filter. In compact mode,
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// the cvar names are omitted to save space.
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FString C_GetMassCVarString (uint32_t filter, bool compact=false);
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// Writes all cvars that could effect demo sync to *demo_p. These are
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// cvars that have either CVAR_SERVERINFO or CVAR_DEMOSAVE set.
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void C_WriteCVars (uint8_t **demo_p, uint32_t filter, bool compact=false);
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// Read all cvars from *demo_p and set them appropriately.
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void C_ReadCVars (uint8_t **demo_p);
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void C_InstallHandlers(ConsoleCallbacks* cb);
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// Backup demo cvars. Called before a demo starts playing to save all
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// cvars the demo might change.
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void C_BackupCVars (void);
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// Finds a named cvar
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FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev);
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FBaseCVar *FindCVarSub (const char *var_name, int namelen);
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// Used for ACS and DECORATE.
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FBaseCVar *GetCVar(int playernum, const char *cvarname);
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// Create a new cvar with the specified name and type
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FBaseCVar *C_CreateCVar(const char *var_name, ECVarType var_type, uint32_t flags);
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// Called from G_InitNew()
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void UnlatchCVars (void);
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// Destroy CVars with the matching flags; called from CCMD(restart)
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void DestroyCVarsFlagged (uint32_t flags);
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// archive cvars to FILE f
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void C_ArchiveCVars (FConfigFile *f, uint32_t filter);
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// initialize cvars to default values after they are created
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void C_SetCVarsToDefaults (void);
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void FilterCompactCVars (TArray<FBaseCVar *> &cvars, uint32_t filter);
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void C_DeinitConsole();
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class FBoolCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FBoolCVar (const char *name, bool def, uint32_t flags, void (*callback)(FBoolCVar &)=NULL, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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inline bool operator= (bool boolval)
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{ UCVarValue val; val.Bool = boolval; SetGenericRep (val, CVAR_Bool); return boolval; }
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inline operator bool () const { return Value; }
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inline bool operator *() const { return Value; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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bool Value;
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bool DefaultValue;
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};
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class FIntCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FIntCVar (const char *name, int def, uint32_t flags, void (*callback)(FIntCVar &)=NULL, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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int operator= (int intval)
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{ UCVarValue val; val.Int = intval; SetGenericRep (val, CVAR_Int); return intval; }
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inline operator int () const { return Value; }
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inline int operator *() const { return Value; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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int Value;
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int DefaultValue;
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friend class FFlagCVar;
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};
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class FFloatCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FFloatCVar (const char *name, float def, uint32_t flags, void (*callback)(FFloatCVar &)=NULL, const char* descr = nullptr);
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virtual ECVarType GetRealType () const override;
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virtual UCVarValue GetGenericRep (ECVarType type) const override ;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const override;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const override;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const override;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type) override;
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const char *GetHumanString(int precision) const override;
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const char *GetHumanStringDefault(int precision) const override;
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float operator= (float floatval)
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{ UCVarValue val; val.Float = floatval; SetGenericRep (val, CVAR_Float); return floatval; }
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inline operator float () const { return Value; }
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inline float operator *() const { return Value; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type) override;
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float Value;
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float DefaultValue;
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};
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class FStringCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FStringCVar (const char *name, const char *def, uint32_t flags, void (*callback)(FStringCVar &)=NULL, const char* descr = nullptr);
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~FStringCVar ();
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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const char *operator= (const char *stringrep)
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{ UCVarValue val; val.String = const_cast<char *>(stringrep); SetGenericRep (val, CVAR_String); return stringrep; }
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inline operator const char * () const { return mValue; }
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inline const char *operator *() const { return mValue; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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FString mValue;
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FString mDefaultValue;
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};
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class FColorCVar : public FIntCVar
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{
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friend class FxCVar;
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public:
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FColorCVar (const char *name, int def, uint32_t flags, void (*callback)(FColorCVar &)=NULL, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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inline operator uint32_t () const { return Value; }
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inline uint32_t operator *() const { return Value; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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static UCVarValue FromInt2 (int value, ECVarType type);
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static int ToInt2 (UCVarValue value, ECVarType type);
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};
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class FFlagCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FFlagCVar (const char *name, FIntCVar &realvar, uint32_t bitval, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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bool operator= (bool boolval)
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{ UCVarValue val; val.Bool = boolval; SetGenericRep (val, CVAR_Bool); return boolval; }
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bool operator= (FFlagCVar &flag)
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{ UCVarValue val; val.Bool = !!flag; SetGenericRep (val, CVAR_Bool); return val.Bool; }
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inline operator int () const { return (ValueVar & BitVal); }
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inline int operator *() const { return (ValueVar & BitVal); }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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FIntCVar &ValueVar;
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uint32_t BitVal;
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int BitNum;
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};
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class FMaskCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FMaskCVar (const char *name, FIntCVar &realvar, uint32_t bitval, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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inline operator int () const { return (ValueVar & BitVal) >> BitNum; }
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inline int operator *() const { return (ValueVar & BitVal) >> BitNum; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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FIntCVar &ValueVar;
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uint32_t BitVal;
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int BitNum;
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};
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extern int cvar_defflags;
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FBaseCVar *cvar_set (const char *var_name, const char *value);
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FBaseCVar *cvar_forceset (const char *var_name, const char *value);
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inline FBaseCVar *cvar_set (const char *var_name, const uint8_t *value) { return cvar_set (var_name, (const char *)value); }
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inline FBaseCVar *cvar_forceset (const char *var_name, const uint8_t *value) { return cvar_forceset (var_name, (const char *)value); }
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// Restore demo cvars. Called after demo playback to restore all cvars
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// that might possibly have been changed during the course of demo playback.
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void C_RestoreCVars (void);
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void C_ForgetCVars (void);
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#define CUSTOM_CVAR(type,name,def,flags) \
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static void cvarfunc_##name(F##type##CVar &); \
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F##type##CVar name (#name, def, flags, cvarfunc_##name); \
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static void cvarfunc_##name(F##type##CVar &self)
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#define CUSTOM_CVAR_NAMED(type,name,cname,def,flags) \
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static void cvarfunc_##name(F##type##CVar &); \
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F##type##CVar name (#cname, def, flags, cvarfunc_##name); \
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static void cvarfunc_##name(F##type##CVar &self)
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#define CVAR(type,name,def,flags) \
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F##type##CVar name (#name, def, flags);
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#define EXTERN_CVAR(type,name) extern F##type##CVar name;
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#define CUSTOM_CVARD(type,name,def,flags,descr) \
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static void cvarfunc_##name(F##type##CVar &); \
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F##type##CVar name (#name, def, flags, cvarfunc_##name, descr); \
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static void cvarfunc_##name(F##type##CVar &self)
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#define CVARD(type,name,def,flags, descr) \
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F##type##CVar name (#name, def, flags, nullptr, descr);
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#define CVARD_NAMED(type,name,varname,def,flags, descr) \
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F##type##CVar varname (#name, def, flags, nullptr, descr);
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#define CVAR_UNAMED(type,varname) \
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F##type##CVar varname (nullptr, 0, 0, nullptr, nullptr);
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extern FBaseCVar *CVars;
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#endif //__C_CVARS_H__
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