本文整理汇总了C++中Cvar_Set2函数的典型用法代码示例。如果您正苦于以下问题:C++ Cvar_Set2函数的具体用法?C++ Cvar_Set2怎么用?C++ Cvar_Set2使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了Cvar_Set2函数的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Cvar_ForceReset
/*
============
Cvar_ForceReset
============
*/
void Cvar_ForceReset(const char *var_name)
{
Cvar_Set2(var_name, NULL, qtrue);
}
示例2: Cvar_SetLatched
/*
============
Cvar_SetLatched
============
*/
void Cvar_SetLatched( const char *var_name, const char *value) {
Cvar_Set2 (var_name, value, qfalse);
}
示例3: Cvar_Reset
/*
============
Cvar_Reset
============
*/
void Cvar_Reset( const char *var_name ) {
Cvar_Set2( var_name, NULL, qfalse );
}
示例4: Com_Error
/*
============
Cvar_Get
If the variable already exists, the value will not be set unless CVAR_ROM
The flags will be or'ed in if the variable exists.
============
*/
cvar_t *Cvar_Get( const char *var_name, const char *var_value, int flags ) {
cvar_t *var;
long hash;
int index;
if ( !var_name || ! var_value ) {
Com_Error( ERR_FATAL, "Cvar_Get: NULL parameter" );
}
if ( !Cvar_ValidateString( var_name ) ) {
Com_Printf("invalid cvar name string: %s\n", var_name );
var_name = "BADNAME";
}
#if 0 // FIXME: values with backslash happen
if ( !Cvar_ValidateString( var_value ) ) {
Com_Printf("invalid cvar value string: %s\n", var_value );
var_value = "BADVALUE";
}
#endif
var = Cvar_FindVar (var_name);
if(var)
{
var_value = Cvar_Validate(var, var_value, qfalse);
// if the C code is now specifying a variable that the user already
// set a value for, take the new value as the reset value
if(var->flags & CVAR_USER_CREATED)
{
var->flags &= ~CVAR_USER_CREATED;
Z_Free( var->resetString );
var->resetString = CopyString( var_value );
if(flags & CVAR_ROM)
{
// this variable was set by the user,
// so force it to value given by the engine.
if(var->latchedString)
Z_Free(var->latchedString);
var->latchedString = CopyString(var_value);
}
}
// Make sure the game code cannot mark engine-added variables as gamecode vars
if(var->flags & CVAR_VM_CREATED)
{
if(!(flags & CVAR_VM_CREATED))
var->flags &= ~CVAR_VM_CREATED;
}
else
{
if(flags & CVAR_VM_CREATED)
flags &= ~CVAR_VM_CREATED;
}
var->flags |= flags;
// only allow one non-empty reset string without a warning
if ( !var->resetString[0] ) {
// we don't have a reset string yet
Z_Free( var->resetString );
var->resetString = CopyString( var_value );
} else if ( var_value[0] && strcmp( var->resetString, var_value ) ) {
Com_DPrintf( "Warning: cvar \"%s\" given initial values: \"%s\" and \"%s\"\n",
var_name, var->resetString, var_value );
}
// if we have a latched string, take that value now
if ( var->latchedString ) {
char *s;
s = var->latchedString;
var->latchedString = NULL; // otherwise cvar_set2 would free it
Cvar_Set2( var_name, s, qtrue );
Z_Free( s );
}
// ZOID--needs to be set so that cvars the game sets as
// SERVERINFO get sent to clients
cvar_modifiedFlags |= flags;
return var;
}
//
// allocate a new cvar
//
// find a free cvar
//.........这里部分代码省略.........
示例5: Cvar_Set
/*
============
Cvar_Set
============
*/
void Cvar_Set( const char *var_name, const char *value) {
Cvar_Set2 (var_name, value, qtrue);
}
示例6: Cvar_Set2
/*
============
Cvar_User_Set
Same as Cvar_SetSafe, but have new cvars have user created flag.
============
*/
cvar_t *Cvar_User_Set( const char *var_name, const char *value) {
return Cvar_Set2 (var_name, value, CVAR_USER_CREATED, qfalse);
}
示例7: Com_Error
/*
============
Cvar_Get
If the variable already exists, the value will not be set unless CVAR_ROM
The flags will be or'ed in if the variable exists.
============
*/
cvar_t *Cvar_Get( const char *var_name, const char *var_value, int flags ) {
cvar_t *var;
long hash;
if ( !var_name || ! var_value ) {
Com_Error( ERR_FATAL, "Cvar_Get: NULL parameter" );
}
if ( !Cvar_ValidateString( var_name ) ) {
Com_Printf("invalid cvar name string: %s\n", var_name );
var_name = "BADNAME";
}
#if 0 // FIXME: values with backslash happen
if ( !Cvar_ValidateString( var_value ) ) {
Com_Printf("invalid cvar value string: %s\n", var_value );
var_value = "BADVALUE";
}
#endif
var = Cvar_FindVar (var_name);
if ( var ) {
// if the C code is now specifying a variable that the user already
// set a value for, take the new value as the reset value
if ( ( var->flags & CVAR_USER_CREATED ) && !( flags & CVAR_USER_CREATED )
&& var_value[0] ) {
var->flags &= ~CVAR_USER_CREATED;
Z_Free( var->resetString );
var->resetString = CopyString( var_value );
// ZOID--needs to be set so that cvars the game sets as
// SERVERINFO get sent to clients
cvar_modifiedFlags |= flags;
}
var->flags |= flags;
// only allow one non-empty reset string without a warning
if ( !var->resetString[0] ) {
// we don't have a reset string yet
Z_Free( var->resetString );
var->resetString = CopyString( var_value );
} else if ( var_value[0] && strcmp( var->resetString, var_value ) ) {
Com_DPrintf( "Warning: cvar \"%s\" given initial values: \"%s\" and \"%s\"\n",
var_name, var->resetString, var_value );
}
// if we have a latched string, take that value now
if ( var->latchedString ) {
char *s;
s = var->latchedString;
var->latchedString = NULL; // otherwise cvar_set2 would free it
Cvar_Set2( var_name, s, qtrue );
Z_Free( s );
}
// use a CVAR_SET for rom sets, get won't override
#if 0
// CVAR_ROM always overrides
if ( flags & CVAR_ROM ) {
Cvar_Set2( var_name, var_value, qtrue );
}
#endif
return var;
}
//
// allocate a new cvar
//
if ( cvar_numIndexes >= MAX_CVARS ) {
Com_Error( ERR_FATAL, "MAX_CVARS" );
}
var = &cvar_indexes[cvar_numIndexes];
cvar_numIndexes++;
var->name = CopyString (var_name);
var->string = CopyString (var_value);
var->modified = qtrue;
var->modificationCount = 1;
var->value = atof (var->string);
var->integer = atoi(var->string);
var->resetString = CopyString( var_value );
// link the variable in
var->next = cvar_vars;
cvar_vars = var;
var->flags = flags;
hash = generateHashValue(var_name);
var->hashNext = hashTable[hash];
hashTable[hash] = var;
return var;
//.........这里部分代码省略.........
示例8: Cvar_Get
/*
============
Cvar_Get
If the variable already exists, the value will not be set unless CVAR_ROM
The flags will be or'ed in if the variable exists.
============
*/
cvar_t* Cvar_Get( const char *var_name, const char *var_value, int flags )
{
if ( !var_name || !var_value ) {
Com_Error( ERR_FATAL, "Cvar_Get: NULL parameter" );
}
if ( !Cvar_ValidateString( var_name ) ) {
Com_Printf("invalid cvar name string: %s\n", var_name );
var_name = "BADNAME";
}
cvar_t* var = Cvar_FindVar( var_name );
if ( var ) {
// if the C code is now specifying a variable that the user already
// set a value for, take the new value as the reset value
if ( ( var->flags & CVAR_USER_CREATED ) && !( flags & CVAR_USER_CREATED )
&& var_value[0] ) {
var->flags &= ~CVAR_USER_CREATED;
Z_Free( var->resetString );
var->resetString = CopyString( var_value );
// needs to be set so that cvars the game tags as SERVERINFO get sent to clients
cvar_modifiedFlags |= flags;
}
var->flags |= flags;
// only allow one non-empty reset string without a warning
// KHB 071110 no, that's wrong for several reasons, notably vm changes caused by pure
if ((flags & CVAR_ROM) || !var->resetString[0]) {
Z_Free( var->resetString );
var->resetString = CopyString( var_value );
} else if ( var_value[0] && strcmp( var->resetString, var_value ) ) {
Com_DPrintf( "Warning: cvar \"%s\" given initial values: \"%s\" and \"%s\"\n",
var_name, var->resetString, var_value );
}
// if we have a latched string, take that value now
if ( var->latchedString ) {
char* s = var->latchedString;
var->latchedString = NULL; // otherwise cvar_set2 would free it
Cvar_Set2( var_name, s, qtrue );
Z_Free( s );
}
/* KHB note that this is #if 0'd in the 132 code, but is actually REQUIRED for correctness
consider a cgame that sets a CVAR_ROM client version:
you connect to a v1 server, load the v1 cgame, and set the ROM version to v1
you then connect to a v2 server and correctly load the v2 cgame, but
when that registers its GENUINELY "NEW" version var, the value is ignored
so now you have a CVAR_ROM with the wrong value in it. gg.
i'm preserving this incorrect behavior FOR NOW for compatability, because
game\ai_main.c(1352): trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
breaks every single mod except CPMA otherwise, but it IS wrong, and critically so
// CVAR_ROM always overrides
if (flags & CVAR_ROM) {
Cvar_Set2( var_name, var_value, qtrue );
}
*/
return var;
}
//
// allocate a new cvar
//
if ( cvar_numIndexes >= MAX_CVARS ) {
Com_Error( ERR_FATAL, "MAX_CVARS" );
}
var = &cvar_indexes[cvar_numIndexes];
cvar_numIndexes++;
var->name = CopyString( var_name );
var->string = CopyString( var_value );
var->modified = qtrue;
var->modificationCount = 1;
var->value = atof(var->string);
var->integer = atoi(var->string);
var->resetString = CopyString( var_value );
// link the variable in
var->next = cvar_vars;
cvar_vars = var;
var->flags = flags;
cvar_modifiedFlags |= flags; // needed so USERINFO cvars created by cgame actually get sent
long hash = Cvar_Hash(var_name);
var->hashNext = hashTable[hash];
hashTable[hash] = var;
return var;
}
示例9: Cvar_ForceSet
/*
============
Cvar_ForceSet
============
*/
cvar_t * Cvar_ForceSet(const char * var_name, const char * value)
{
return Cvar_Set2(var_name, value, true);
}
示例10: Cvar_Set
/*
============
Cvar_Set
============
*/
cvar_t * EXPORT Cvar_Set (const char *var_name, const char *value)
{
return Cvar_Set2 (var_name, value, false);
}
示例11: Cvar_Set2
cvar_t *Cvar_Set (char *var_name, char *value)
{
return Cvar_Set2 (var_name, value, false);
}
示例12: Com_DPrintf
cvar_t *Cvar_Set2(const char *var_name, const char *value, qboolean force)
{
cvar_t *var;
Com_DPrintf("Cvar_Set2: %s %s\n", var_name, value);
if (!Cvar_ValidateString(var_name))
{
Com_Printf("invalid cvar name string: %s\n", var_name);
var_name = "BADNAME";
}
var = Cvar_FindVar(var_name);
if (!var)
{
if (!value)
{
return NULL;
}
// create it
if (!force)
{
return Cvar_Get(var_name, value, CVAR_USER_CREATED);
}
else
{
return Cvar_Get(var_name, value, 0);
}
}
if (!value)
{
value = var->resetString;
}
if (var->flags & CVAR_USERINFO)
{
char *cleaned = Cvar_ClearForeignCharacters(value);
if (strcmp(value, cleaned))
{
#ifdef DEDICATED
Com_Printf(FOREIGN_MSG);
#else
Com_Printf("%s", CL_TranslateStringBuf(FOREIGN_MSG));
#endif
Com_Printf("Using %s instead of %s\n", cleaned, value);
return Cvar_Set2(var_name, cleaned, force);
}
}
if (!strcmp(value, var->string))
{
if ((var->flags & CVAR_LATCH) && var->latchedString)
{
if (!strcmp(value, var->latchedString))
{
return var;
}
}
else
{
return var;
}
}
// note what types of cvars have been modified (userinfo, archive, serverinfo, systeminfo)
cvar_modifiedFlags |= var->flags;
if (!force)
{
// don't set unsafe variables when com_crashed is set
if ((var->flags & CVAR_UNSAFE) && com_crashed != NULL && com_crashed->integer)
{
Com_Printf("%s is unsafe. Check com_crashed.\n", var_name);
return var;
}
if (var->flags & CVAR_ROM)
{
Com_Printf("%s is read only.\n", var_name);
return var;
}
if (var->flags & CVAR_INIT)
{
Com_Printf("%s is write protected.\n", var_name);
return var;
}
if ((var->flags & CVAR_CHEAT) && !cvar_cheats->integer)
{
Com_Printf("%s is cheat protected.\n", var_name);
return var;
}
if (var->flags & CVAR_LATCH)
{
if (var->latchedString)
{
if (strcmp(value, var->latchedString) == 0)
{
//.........这里部分代码省略.........
示例13: Com_Error
/*
============
Cvar_Get
If the variable already exists, the value will not be set unless CVAR_ROM
The flags will be or'ed in if the variable exists.
============
*/
cvar_t *Cvar_Get(const char *var_name, const char *var_value, int flags)
{
cvar_t *var;
long hash;
if (!var_name || !var_value)
{
Com_Error(ERR_FATAL, "Cvar_Get: NULL parameter\n");
}
if (!Cvar_ValidateString(var_name))
{
Com_Printf("invalid cvar name string: %s\n", var_name);
var_name = "BADNAME";
}
#if 0 // FIXME: values with backslash happen
if (!Cvar_ValidateString(var_value))
{
Com_Printf("invalid cvar value string: %s\n", var_value);
var_value = "BADVALUE";
}
#endif
var = Cvar_FindVar(var_name);
if (var)
{
// if the C code is now specifying a variable that the user already
// set a value for, take the new value as the reset value
if ((var->flags & CVAR_USER_CREATED) && !(flags & CVAR_USER_CREATED)
&& var_value[0])
{
var->flags &= ~CVAR_USER_CREATED;
Z_Free(var->resetString);
var->resetString = CopyString(var_value);
// ZOID--needs to be set so that cvars the game sets as
// SERVERINFO get sent to clients
cvar_modifiedFlags |= flags;
}
var->flags |= flags;
// only allow one non-empty reset string without a warning
if (!var->resetString[0])
{
// we don't have a reset string yet
Z_Free(var->resetString);
var->resetString = CopyString(var_value);
}
else if (var_value[0] && strcmp(var->resetString, var_value))
{
Com_DPrintf("Warning: cvar \"%s\" given initial values: \"%s\" and \"%s\"\n",
var_name, var->resetString, var_value);
}
// if we have a latched string, take that value now
if (var->latchedString)
{
char *s;
s = var->latchedString;
var->latchedString = NULL; // otherwise cvar_set2 would free it
Cvar_Set2(var_name, s, qtrue);
Z_Free(s);
}
// if CVAR_USERINFO was toggled on for an existing cvar, check wether the value needs to be cleaned from foreigh characters
// (for instance, seta name "name-with-foreign-chars" in the config file, and toggle to CVAR_USERINFO happens later in CL_Init)
if (flags & CVAR_USERINFO)
{
char *cleaned = Cvar_ClearForeignCharacters(var->string); // NOTE: it is probably harmless to call Cvar_Set2 in all cases, but I don't want to risk it
if (strcmp(var->string, cleaned))
{
Cvar_Set2(var->name, var->string, qfalse); // call Cvar_Set2 with the value to be cleaned up for verbosity
}
}
// use a CVAR_SET for rom sets, get won't override
#if 0
// CVAR_ROM always overrides
if (flags & CVAR_ROM)
{
Cvar_Set2(var_name, var_value, qtrue);
}
#endif
return var;
}
// allocate a new cvar
if (cvar_numIndexes >= MAX_CVARS)
{
Com_Error(ERR_FATAL, "Cvar_Get: MAX_CVARS (%d) hit -- too many cvars!\n", MAX_CVARS);
//.........这里部分代码省略.........
示例14: Cvar_Set2
/**
* @brief Sets a cvar value
* @param varName Which cvar should be set
* @param value Which value should the cvar get
* @note Look after the CVAR_LATCH stuff and check for write protected cvars
*/
cvar_t *Cvar_Set (const char *varName, const char *value)
{
return Cvar_Set2(varName, value, false);
}