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Treat autoexec.cfg like every other config.
Until now autoexec.cfg was a special case. It was read several times, whenever the 'game' cvar was altered or when the client was restarted. But only if it was in the right directory in the right position of the internal search path... Remove this altogether and replace it by an ordinary 'exec autoexec.cfg' at startup. This may break some mods that depend on an autoexec.cfg if the user has his own version in ~/.yq2/. Such mods should use default.cfg instead. This closes issue #163.
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parent
68a12d4ee1
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2b317075c7
6 changed files with 2 additions and 33 deletions
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@ -987,8 +987,6 @@ CL_Init(void)
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CL_InitLocal();
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FS_ExecAutoexec();
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Cbuf_Execute();
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Key_ReadConsoleHistory();
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@ -253,7 +253,6 @@ Cvar_Set2(char *var_name, char *value, qboolean force)
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if (!strcmp(var->name, "game"))
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{
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FS_SetGamedir(var->string);
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FS_ExecAutoexec();
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}
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}
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@ -372,7 +371,6 @@ Cvar_GetLatchedVars(void)
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if (!strcmp(var->name, "game"))
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{
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FS_SetGamedir(var->string);
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FS_ExecAutoexec();
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}
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}
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}
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@ -1068,33 +1068,6 @@ FS_Path_f(void)
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#endif
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}
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void
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FS_ExecAutoexec(void)
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{
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char *dir;
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char name[MAX_QPATH];
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dir = (char *)Cvar_VariableString("gamedir");
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if (dir[0] != '\0')
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{
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Com_sprintf(name, sizeof(name), "%s/%s/autoexec.cfg",
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fs_basedir->string, dir);
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}
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else
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{
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Com_sprintf(name, sizeof(name), "%s/%s/autoexec.cfg",
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fs_basedir->string, BASEDIRNAME);
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}
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if (Sys_FindFirst(name, 0, SFF_SUBDIR | SFF_HIDDEN | SFF_SYSTEM) != NULL)
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{
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Cbuf_AddText("exec autoexec.cfg\n");
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}
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Sys_FindClose();
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}
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/*
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* Sets the gamedir and path to a different directory.
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*/
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@ -684,7 +684,6 @@ void FS_InitFilesystem(void);
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void FS_SetGamedir(char *dir);
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char *FS_Gamedir(void);
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char *FS_NextPath(char *prevpath);
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void FS_ExecAutoexec(void);
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int FS_LoadFile(char *path, void **buffer);
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/* a null buffer will just return the file length without loading */
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@ -216,6 +216,7 @@ Qcommon_Init(int argc, char **argv)
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Cbuf_AddText("exec default.cfg\n");
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Cbuf_AddText("exec yq2.cfg\n");
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Cbuf_AddText("exec config.cfg\n");
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Cbuf_AddText("exec autoexec.cfg\n");
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Cbuf_AddEarlyCommands(true);
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Cbuf_Execute();
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@ -799,7 +799,7 @@ P_WorldEffects(void)
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current_player->flags &= ~FL_INWATER;
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}
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/* check for head just going under water */
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/* check for head just going under moove^^water */
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if ((old_waterlevel != 3) && (waterlevel == 3))
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{
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gi.sound(current_player, CHAN_BODY, gi.soundindex(
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