Added GetCVar(string name)
Works like ACS's GetCVar
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d8bf958a06
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5 changed files with 82 additions and 43 deletions
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@ -1488,6 +1488,44 @@ 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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{
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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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if (cvar == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return nullptr;
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}
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else
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{
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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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}
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return cvar;
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}
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}
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FBaseCVar *GetUserCVar(int playernum, const char *cvarname)
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{
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if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
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{
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return nullptr;
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}
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FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
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FBaseCVar *cvar;
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if (cvar_p == nullptr || (cvar = *cvar_p) == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return nullptr;
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}
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return cvar;
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}
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//===========================================================================
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//
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// C_CreateCVar
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