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
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