void FGameConfigFile::AddAutoexec (FArgs *list, const char *game) { char section[64]; const char *key; const char *value; mysnprintf (section, countof(section), "%s.AutoExec", game); // If <game>.AutoExec section does not exist, create it // with a default autoexec.cfg file present. CreateStandardAutoExec(section, false); // Run any files listed in the <game>.AutoExec section if (!SectionIsEmpty()) { while (NextInSection (key, value)) { if (stricmp (key, "Path") == 0 && *value != '\0') { FString expanded_path = ExpandEnvVars(value); if (FileExists(expanded_path)) { list->AppendArg (ExpandEnvVars(value)); } } } } }
void FGameConfigFile::AddAutoexec (DArgs *list, const char *game) { char section[64]; const char *key; const char *value; mysnprintf (section, countof(section), "%s.AutoExec", game); if (bMigrating) { FBaseCVar *autoexec = FindCVar ("autoexec", NULL); if (autoexec != NULL) { UCVarValue val; char *path; val = autoexec->GetGenericRep (CVAR_String); path = copystring (val.String); delete autoexec; SetSection (section, true); SetValueForKey ("Path", path); list->AppendArg (path); delete[] path; } } else { // If <game>.AutoExec section does not exist, create it // with a default autoexec.cfg file present. CreateStandardAutoExec(section, false); // Run any files listed in the <game>.AutoExec section if (!SectionIsEmpty()) { while (NextInSection (key, value)) { if (stricmp (key, "Path") == 0 && *value != '\0') { FString expanded_path = ExpandEnvVars(value); if (FileExists(expanded_path)) { list->AppendArg (ExpandEnvVars(value)); } } } } } }