- 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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@ -5788,7 +5788,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
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case ACSF_GetCVarString:
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if (argCount == 1)
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{
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return DoGetCVar(GetCVar(activator, Level->Behaviors.LookupString(args[0])), true);
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return DoGetCVar(GetCVar(activator && activator->player ? int(activator->player - players) : -1, Level->Behaviors.LookupString(args[0])), true);
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}
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break;
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@ -9733,7 +9733,8 @@ scriptwait:
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break;
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case PCD_GETCVAR:
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STACK(1) = DoGetCVar(GetCVar(activator, Level->Behaviors.LookupString(STACK(1))), false);
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// This should not use Level->PlayerNum!
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STACK(1) = DoGetCVar(GetCVar(activator && activator->player? int(activator->player - players) : -1, Level->Behaviors.LookupString(STACK(1))), false);
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break;
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case PCD_SETHUDSIZE:
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