- replaced all calls to GetCVar with direct CVar accesses.

This commit is contained in:
Christoph Oelckers 2016-11-20 23:39:37 +01:00
parent 8f722a3633
commit 0cbd260f96
5 changed files with 6 additions and 6 deletions

View File

@ -186,11 +186,11 @@ extend class Actor
void A_BrainDie()
{
// [RH] If noexit, then don't end the level.
if ((GetCVar("deathmatch") || GetCVar("alwaysapplydmflags")) && GetCVar("sv_noexit"))
if ((deathmatch || alwaysapplydmflags) && sv_noexit)
return;
// New dmflag: Kill all boss spawned monsters before ending the level.
if (GetCVar("sv_killbossmonst"))
if (sv_killbossmonst)
{
int count; // Repeat until we have no more boss-spawned monsters.
ThinkerIterator it = ThinkerIterator.Create();

View File

@ -38,7 +38,7 @@ extend class Actor
{
void A_BarrelDestroy()
{
if (GetCVar("sv_barrelrespawn"))
if (sv_barrelrespawn)
{
Height = Default.Height;
bInvisible = true;

View File

@ -41,7 +41,7 @@ extend class StateProvider
}
int damage = GetCVar("deathmatch") ? 100 : 150;
int damage = deathmatch ? 100 : 150;
A_RailAttack(damage, offset_xy, false); // note that this function handles ammo depletion itself for Dehacked compatibility purposes.
}

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@ -192,7 +192,7 @@ extend class Actor
aimtarget.Height = Height;
bool shootmode = ((flags & MSF_Classic) || // Flag explicitely set, or no flags and compat options
(flags == 0 && isDehState(CurState) && GetCVar("compat_mushroom")));
(flags == 0 && isDehState(CurState) && compat_mushroom));
for (i = -numspawns; i <= numspawns; i += 8)
{

View File

@ -81,7 +81,7 @@ extend class StateProvider
return;
}
SpawnPlayerMissile("BFGBall", angle, 0, 0, 0, null, false, GetCVar("sv_nobfgaim"));
SpawnPlayerMissile("BFGBall", angle, 0, 0, 0, null, false, sv_nobfgaim);
}