Пример #1
0
void userinfo_t::Reset()
{
	// Clear this player's userinfo.
	TMapIterator<FName, FBaseCVar *> it(*this);
	TMap<FName, FBaseCVar *>::Pair *pair;

	while (it.NextPair(pair))
	{
		delete pair->Value;
	}
	Clear();

	// Create userinfo vars for this player, initialized to their defaults.
	for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
	{
		if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO)
		{
			ECVarType type;
			FName cvarname(cvar->GetName());
			FBaseCVar *newcvar;

			// Some cvars have different types for their shadow copies.
			switch (cvarname.GetIndex())
			{
			case NAME_Skin:			type = CVAR_Int; break;
			case NAME_Gender:		type = CVAR_Int; break;
			case NAME_PlayerClass:	type = CVAR_Int; break;
			default:				type = cvar->GetRealType(); break;
			}
			newcvar = C_CreateCVar(NULL, type, cvar->GetFlags() & CVAR_MOD);
			newcvar->SetGenericRepDefault(cvar->GetGenericRepDefault(CVAR_String), CVAR_String);
			Insert(cvarname, newcvar);
		}
	}
}
Пример #2
0
void D_SetupUserInfo ()
{
    int i;
    userinfo_t *coninfo;

    // Reset everybody's userinfo to a default state.
    for (i = 0; i < MAXPLAYERS; i++)
    {
        players[i].userinfo.Reset();
    }
    // Initialize the console player's user info
    coninfo = &players[consoleplayer].userinfo;

    for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
    {
        if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO)
        {
            FBaseCVar **newcvar;
            FName cvarname(cvar->GetName());

            switch (cvarname.GetIndex())
            {
            // Some cvars don't copy their original value directly.
            case NAME_Team:
                coninfo->TeamChanged(team);
                break;
            case NAME_Skin:
                coninfo->SkinChanged(skin, players[consoleplayer].CurrentPlayerClass);
                break;
            case NAME_Gender:
                coninfo->GenderChanged(gender);
                break;
            case NAME_PlayerClass:
                coninfo->PlayerClassChanged(playerclass);
                break;
            // The rest do.
            default:
                newcvar = coninfo->CheckKey(cvarname);
                (*newcvar)->SetGenericRep(cvar->GetGenericRep(CVAR_String), CVAR_String);
                break;
            }
        }
    }
    R_BuildPlayerTranslation(consoleplayer);
}