Added GetCVar(string name)

Works like ACS's GetCVar
This commit is contained in:
Leonard2 2016-06-05 19:52:53 +02:00 committed by Christoph Oelckers
parent d8bf958a06
commit ebe3f23677
5 changed files with 82 additions and 43 deletions

View File

@ -1488,6 +1488,44 @@ FBaseCVar *FindCVarSub (const char *var_name, int namelen)
return var;
}
FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
{
FBaseCVar *cvar = FindCVar(cvarname, nullptr);
// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return nullptr.
if (cvar == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
{
return nullptr;
}
else
{
// For userinfo cvars, redirect to GetUserCVar
if (cvar->GetFlags() & CVAR_USERINFO)
{
if (activator == nullptr || activator->player == nullptr)
{
return nullptr;
}
return GetUserCVar(int(activator->player - players), cvarname);
}
return cvar;
}
}
FBaseCVar *GetUserCVar(int playernum, const char *cvarname)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
{
return nullptr;
}
FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
FBaseCVar *cvar;
if (cvar_p == nullptr || (cvar = *cvar_p) == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
{
return nullptr;
}
return cvar;
}
//===========================================================================
//
// C_CreateCVar

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@ -186,6 +186,10 @@ void C_BackupCVars (void);
FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev);
FBaseCVar *FindCVarSub (const char *var_name, int namelen);
// Used for ACS and DECORATE.
FBaseCVar *GetCVar(AActor *activator, const char *cvarname);
FBaseCVar *GetUserCVar(int playernum, const char *cvarname);
// Create a new cvar with the specified name and type
FBaseCVar *C_CreateCVar(const char *var_name, ECVarType var_type, DWORD flags);

View File

@ -4657,7 +4657,11 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string)
{
UCVarValue val;
if (is_string)
if (cvar == nullptr)
{
return 0;
}
else if (is_string)
{
val = cvar->GetGenericRep(CVAR_String);
return GlobalACSStrings.AddString(val.String);
@ -4674,44 +4678,6 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string)
}
}
static int GetUserCVar(int playernum, const char *cvarname, bool is_string)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
{
return 0;
}
FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
FBaseCVar *cvar;
if (cvar_p == NULL || (cvar = *cvar_p) == NULL || (cvar->GetFlags() & CVAR_IGNORE))
{
return 0;
}
return DoGetCVar(cvar, is_string);
}
static int GetCVar(AActor *activator, const char *cvarname, bool is_string)
{
FBaseCVar *cvar = FindCVar(cvarname, NULL);
// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return 0.
if (cvar == NULL || (cvar->GetFlags() & CVAR_IGNORE))
{
return 0;
}
else
{
// For userinfo cvars, redirect to GetUserCVar
if (cvar->GetFlags() & CVAR_USERINFO)
{
if (activator == NULL || activator->player == NULL)
{
return 0;
}
return GetUserCVar(int(activator->player - players), cvarname, is_string);
}
return DoGetCVar(cvar, is_string);
}
}
static int SetUserCVar(int playernum, const char *cvarname, int value, bool is_string)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
@ -5396,7 +5362,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
case ACSF_GetCVarString:
if (argCount == 1)
{
return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true);
return DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(args[0])), true);
}
break;
@ -5417,14 +5383,14 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
case ACSF_GetUserCVar:
if (argCount == 2)
{
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false);
return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), false);
}
break;
case ACSF_GetUserCVarString:
if (argCount == 2)
{
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true);
return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), true);
}
break;
@ -9132,7 +9098,7 @@ scriptwait:
break;
case PCD_GETCVAR:
STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false);
STACK(1) = DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(STACK(1))), false);
break;
case PCD_SETHUDSIZE:

View File

@ -513,6 +513,36 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetCrouchFactor)
return 0;
}
//==========================================================================
//
// GetCVar
//
// NON-ACTION function that works like ACS's GetCVar.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetCVar)
{
if (numret > 0)
{
assert(ret != nullptr);
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(cvarname);
FBaseCVar *cvar = GetCVar(self, cvarname);
if (cvar == nullptr)
{
ret->SetFloat(0);
}
else
{
ret->SetFloat(cvar->GetGenericRep(CVAR_Float).Float);
}
return 1;
}
return 0;
}
//===========================================================================
//
// __decorate_internal_state__

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@ -47,6 +47,7 @@ ACTOR Actor native //: Thinker
native int GetSpawnHealth();
native int GetGibHealth();
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
native float GetCVar(string cvar);
// Action functions
// Meh, MBF redundant functions. Only for DeHackEd support.