for a while and was inevitable. Latest fteqcc required that fixes a limit with paths. Also added src/server/mapcycle.qc
50 lines
1.7 KiB
C++
50 lines
1.7 KiB
C++
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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string(string cmd) readcmd = #0;
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/*
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=================
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Skill_Init
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Usually just parses a config file. Make sure readcmd() is used here because
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localcmd() does not parse files instantly - so monsters/weapons may be
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initialized before the skill variables are read!
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This will almost always result in them using default values, or (worst case) 0.
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=================
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*/
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void
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Skill_Init(void)
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{
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/* sometimes we have extra overrides that the original does not
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provide. so we execute our mod-specific config here */
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readcmd(sprintf("exec skill_%s.cfg\n", cvar_string("game")));
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}
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/*
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=================
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Skill_GetValue
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Return a skill variable's value or return a defaultvalue if it's undefined.
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=================
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*/
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float
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Skill_GetValue(string variable, float defaultvalue)
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{
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float skill = cvar("skill");
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float val = fabs(cvar(sprintf("sk_%s%d", variable, skill)));
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return (val == 0) ? defaultvalue : val;
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}
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