- eliminated dependency of CVar code on AActor.

As a low level feature, the CVAR management should not access game structures like actors, just to retrieve a player index. The index should be calculated by the calling code instead and passed into the function.

# Conflicts:
#	src/win32/i_specialpaths.cpp
This commit is contained in:
Christoph Oelckers 2019-06-21 19:42:19 +02:00
commit e93de62f98
6 changed files with 11 additions and 19 deletions

View file

@ -1599,7 +1599,7 @@ DEFINE_ACTION_FUNCTION(_CVar, GetCVar)
PARAM_PROLOGUE;
PARAM_NAME(name);
PARAM_POINTER(plyr, player_t);
ACTION_RETURN_POINTER(GetCVar(plyr ? plyr->mo : nullptr, name));
ACTION_RETURN_POINTER(GetCVar(plyr ? int(plyr - players) : -1, name));
}
FBaseCVar *FindCVarSub (const char *var_name, int namelen)
@ -1624,7 +1624,7 @@ FBaseCVar *FindCVarSub (const char *var_name, int namelen)
return var;
}
FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
FBaseCVar *GetCVar(int playernum, 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.
@ -1637,11 +1637,7 @@ FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
// 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 GetUserCVar(playernum, cvarname);
}
return cvar;
}