- fixed a warning and set NOINITCALL for a few CVARs accessing the current level.
These inits are done at a time when the data isn't even initialized so they will get overwritten anyway.
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10 changed files with 53 additions and 39 deletions
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@ -36,11 +36,22 @@
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#include "c_cvars.h"
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#include "g_levellocals.h"
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#include "g_game.h"
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#include "gstrings.h"
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#include "i_system.h"
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CVAR (Bool, cl_spreaddecals, true, CVAR_ARCHIVE)
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CVAR(Bool, var_pushers, true, CVAR_SERVERINFO);
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CVAR(Bool, gl_cachenodes, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_cachetime, 0.6f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, alwaysapplydmflags, false, CVAR_SERVERINFO);
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// Show developer messages if true.
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CVAR(Int, developer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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// [RH] Feature control cvars
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CVAR(Bool, var_friction, true, CVAR_SERVERINFO);
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CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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@ -52,7 +63,7 @@ CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
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}
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}
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CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
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CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO|CVAR_NOINITCALL)
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{
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if (self > 0)
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{
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@ -69,7 +80,7 @@ CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
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}
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}
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CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE)
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CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (self < 0)
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{
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@ -91,7 +102,7 @@ CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE)
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// [BC] Allow the maximum number of particles to be specified by a cvar (so people
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// with lots of nice hardware can have lots of particles!).
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CUSTOM_CVAR(Int, r_maxparticles, 4000, CVAR_ARCHIVE)
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CUSTOM_CVAR(Int, r_maxparticles, 4000, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (self == 0)
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self = 4000;
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@ -109,3 +120,22 @@ CUSTOM_CVAR(Int, r_maxparticles, 4000, CVAR_ARCHIVE)
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}
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}
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CUSTOM_CVAR(Float, teamdamage, 0.f, CVAR_SERVERINFO | CVAR_NOINITCALL)
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{
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for (auto Level : AllLevels())
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{
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Level->teamdamage = self;
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}
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}
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CUSTOM_CVAR(String, language, "auto", CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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SetLanguageIDs();
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GStrings.UpdateLanguage();
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for (auto Level : AllLevels())
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{
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// does this even make sense on secondary levels...?
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if (Level->info != nullptr) Level->LevelName = Level->info->LookupLevelName();
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}
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}
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