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); }
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); } }
void cvar_t::ForceSet (float val) { char string[32]; sprintf (string, "%g", val); ForceSet (string); }
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); } }
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; }
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; } }
void cvar_t::Set (float val) { if (!(m_Flags & CVAR_NOSET) || !m_DoNoSet) ForceSet (val); }
void cvar_t::Set (const char *val) { if (!(m_Flags & CVAR_NOSET) || !m_DoNoSet) ForceSet (val); }