Пример #1
0
void cvar_t::InitSelf(const char* var_name, const char* def, const char* help, cvartype_t type,
		DWORD var_flags, void (*callback)(cvar_t &), float minval, float maxval)
{
	cvar_t* dummy;
	cvar_t* var = FindCVar(var_name, &dummy);

	m_Callback = callback;
	m_String = "";
	m_Value = 0.0f;
	m_Flags = 0;
	m_LatchedString = "";
    m_HelpText = help;
    m_Type = type;

	if (var_flags & CVAR_NOENABLEDISABLE)
	{
		m_MinValue = minval;
		m_MaxValue = maxval;
	}
	else
	{
		m_MinValue = 0.0f;
		m_MaxValue = 1.0f;
	}

	if (def)
		m_Default = def;
	else
		m_Default = "";

	if (var_name)
	{
		C_AddTabCommand(var_name);
		m_Name = var_name;
		m_Next = ad.GetCVars();
		ad.GetCVars() = this;
	}
	else
		m_Name = "";

	if (var)
	{
		ForceSet(var->m_String.c_str());
		if (var->m_Flags & CVAR_AUTO)
			delete var;
		else
			var->~cvar_t();
	}
	else if (def)
		ForceSet(def);

	m_Flags = var_flags | CVAR_ISDEFAULT;
}
v8::Handle<v8::Object> NodeRequest::Create(NodeFileSource* source, const mbgl::Resource& resource) {
    NanEscapableScope();

    v8::Local<v8::Value> argv[] = { NanNew<v8::External>(const_cast<NodeFileSource*>(source)),
        NanNew<v8::External>(const_cast<mbgl::Resource*>(&resource)) };
    auto instance = NanNew<v8::FunctionTemplate>(constructorTemplate)->GetFunction()->NewInstance(2, argv);

    instance->ForceSet(NanNew("url"), NanNew(resource.url), v8::ReadOnly);
    instance->ForceSet(NanNew("kind"), NanNew<v8::Integer>(int(resource.kind)), v8::ReadOnly);

    return NanEscapeScope(instance);
}
Пример #3
0
void FBaseCVar::SetGenericRep (UCVarValue value, ECVarType type)
{
	if ((Flags & CVAR_NOSET) && m_DoNoSet)
	{
		return;
	}
	else if ((Flags & CVAR_LATCH) && gamestate != GS_FULLCONSOLE && gamestate != GS_STARTUP)
	{
		FLatchedValue latch;

		latch.Variable = this;
		latch.Type = type;
		if (type != CVAR_String)
			latch.Value = value;
		else
			latch.Value.String = copystring(value.String);
		LatchedValues.Push (latch);
	}
	else if ((Flags & CVAR_SERVERINFO) && gamestate != GS_STARTUP && !demoplayback)
	{
		if (netgame && !players[consoleplayer].settings_controller)
		{
			Printf ("Only setting controllers can change %s\n", Name);
			return;
		}
		D_SendServerInfoChange (this, value, type);
	}
	else
	{
		ForceSet (value, type);
	}
}
Пример #4
0
void cvar_t::ForceSet (float val)
{
	char string[32];

	sprintf (string, "%g", val);
	ForceSet (string);
}
Пример #5
0
void FBaseCVar::SetGenericRep (UCVarValue value, ECVarType type)
{
	if ((Flags & CVAR_NOSET) && m_DoNoSet)
	{
		return;
	}
	// [BB] ConsoleCommand may not mess with the cvar.
	else if ( ( Flags & CVAR_NOSETBYACS ) && ( ACS_IsCalledFromConsoleCommand() ) )
		return;
	else if (( Flags & CVAR_CAMPAIGNLOCK ) && ( CAMPAIGN_InCampaign( )) && ( sv_cheats == false ))
	{
		Printf( "%s cannot be changed during a campaign.\n", GetName( ));
		return;
	}
	else if ((Flags & CVAR_LATCH) && gamestate != GS_FULLCONSOLE && gamestate != GS_STARTUP)
	{
		FLatchedValue latch;

		latch.Variable = this;
		latch.Type = type;
		if (type != CVAR_String)
			latch.Value = value;
		else
			latch.Value.String = copystring(value.String);
		LatchedValues.Push (latch);
	}
	// [BC] Support for client-side demos.
	else if ((Flags & CVAR_SERVERINFO) && gamestate != GS_STARTUP && !demoplayback && ( CLIENTDEMO_IsPlaying( ) == false ))
	{
		if ( NETWORK_GetState( ) != NETSTATE_CLIENT )
		{
			ForceSet (value, type);
//			D_SendServerInfoChange (this, value, type);
			// [BB] Inform the clients about changes of server mod cvars.
			if ( ( NETWORK_GetState( ) == NETSTATE_SERVER ) && ( Flags & CVAR_MOD ) )
				SERVERCOMMANDS_SetCVar ( *this );
		}
	}
	else
	{
		ForceSet (value, type);
	}
}
Пример #6
0
void cvar_t::InitSelf (const char *var_name, const char *def, DWORD var_flags, void (*callback)(cvar_t &))
{
	cvar_t *var, *dummy;

	var = FindCVar (var_name, &dummy);

	m_Callback = callback;
	m_String = "";
	m_Value = 0.0f;
	m_Flags = 0;
	m_LatchedString = "";

	if (def)
		m_Default = def;
	else
		m_Default = "";

	if (var_name)
	{
		C_AddTabCommand (var_name);
		m_Name = var_name;
		m_Next = ad.GetCVars();
		ad.GetCVars() = this;
	}
	else
		m_Name = "";

	if (var)
	{
		ForceSet (var->m_String.c_str());
		if (var->m_Flags & CVAR_AUTO)
			delete var;
		else
			var->~cvar_t();
	}
	else if (def)
		ForceSet (def);

	m_Flags = var_flags | CVAR_ISDEFAULT;
}
Пример #7
0
FBaseCVar::FBaseCVar (const char *var_name, DWORD flags, void (*callback)(FBaseCVar &))
{
	FBaseCVar *var;

	var = FindCVar (var_name, NULL);

	m_Callback = callback;
	Flags = 0;
	Name = NULL;

	if (var_name)
	{
		C_AddTabCommand (var_name);
		Name = copystring (var_name);
		m_Next = CVars;
		CVars = this;
	}

	if (var)
	{
		ECVarType type;
		UCVarValue value;

		value = var->GetFavoriteRep (&type);
		ForceSet (value, type);

		if (var->Flags & CVAR_AUTO)
			delete var;
		else
			var->~FBaseCVar();

		Flags = flags;
	}
	else
	{
		Flags = flags | CVAR_ISDEFAULT;
	}
}
Пример #8
0
void cvar_t::Set (float val)
{
	if (!(m_Flags & CVAR_NOSET) || !m_DoNoSet)
		ForceSet (val);
}
Пример #9
0
void cvar_t::Set (const char *val)
{
	if (!(m_Flags & CVAR_NOSET) || !m_DoNoSet)
		ForceSet (val);
}