Add com_standalone cvar for at-runtime handling of mods that do not require the original quake3 game data.

This commit is contained in:
Thilo Schulz 2008-04-10 15:37:25 +00:00
parent 512b260629
commit 78a82bcba2
10 changed files with 85 additions and 30 deletions

View file

@ -82,6 +82,7 @@ cvar_t *com_cameraMode;
cvar_t *com_ansiColor;
cvar_t *com_unfocused;
cvar_t *com_minimized;
cvar_t *com_standalone;
// com_speeds times
int time_game;
@ -2351,6 +2352,8 @@ static void Com_Crash_f( void ) {
* ( int * ) 0 = 0x12345678;
}
#ifndef STANDALONE
// TTimo: centralizing the cl_cdkey stuff after I discovered a buffer overflow problem with the dedicated server version
// not sure it's necessary to have different defaults for regular and dedicated, but I don't want to risk it
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=470
@ -2469,6 +2472,7 @@ out:
}
#endif
#endif // STANDALONE
static void Com_DetectAltivec(void)
{
@ -2591,6 +2595,7 @@ void Com_Init( char *commandLine ) {
com_unfocused = Cvar_Get( "com_unfocused", "0", CVAR_ROM );
com_minimized = Cvar_Get( "com_minimized", "0", CVAR_ROM );
com_standalone = Cvar_Get( "com_standalone", "0", CVAR_INIT );
com_introPlayed = Cvar_Get( "com_introplayed", "0", CVAR_ARCHIVE);
@ -2697,12 +2702,17 @@ void Com_WriteConfiguration( void ) {
// not needed for dedicated
#ifndef DEDICATED
fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
if (UI_usesUniqueCDKey() && fs && fs->string[0] != 0) {
Com_WriteCDKey( fs->string, &cl_cdkey[16] );
} else {
Com_WriteCDKey( BASEGAME, cl_cdkey );
#ifndef STANDALONE
if(!Cvar_VariableIntegerValue("com_standalone"))
{
if (UI_usesUniqueCDKey() && fs && fs->string[0] != 0) {
Com_WriteCDKey( fs->string, &cl_cdkey[16] );
} else {
Com_WriteCDKey( BASEGAME, cl_cdkey );
}
}
#endif
#endif
}