- 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
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6 changed files with 11 additions and 19 deletions
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@ -1599,7 +1599,7 @@ DEFINE_ACTION_FUNCTION(_CVar, GetCVar)
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PARAM_PROLOGUE;
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PARAM_NAME(name);
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PARAM_POINTER(plyr, player_t);
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ACTION_RETURN_POINTER(GetCVar(plyr ? plyr->mo : nullptr, name));
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ACTION_RETURN_POINTER(GetCVar(plyr ? int(plyr - players) : -1, name));
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}
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FBaseCVar *FindCVarSub (const char *var_name, int namelen)
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@ -1624,7 +1624,7 @@ FBaseCVar *FindCVarSub (const char *var_name, int namelen)
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return var;
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}
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FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
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FBaseCVar *GetCVar(int playernum, const char *cvarname)
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{
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FBaseCVar *cvar = FindCVar(cvarname, nullptr);
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// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return nullptr.
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@ -1637,11 +1637,7 @@ FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
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// For userinfo cvars, redirect to GetUserCVar
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if (cvar->GetFlags() & CVAR_USERINFO)
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{
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if (activator == nullptr || activator->player == nullptr)
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{
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return nullptr;
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}
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return GetUserCVar(int(activator->player - players), cvarname);
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return GetUserCVar(playernum, cvarname);
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}
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return cvar;
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}
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