diff options
Diffstat (limited to 'src/fixes.c')
-rw-r--r-- | src/fixes.c | 59 |
1 files changed, 32 insertions, 27 deletions
diff --git a/src/fixes.c b/src/fixes.c index 4f40183..b2f202c 100644 --- a/src/fixes.c +++ b/src/fixes.c @@ -35,8 +35,8 @@ static void unhide(const char *name) { chflags(name, CON_HIDDEN | CON_DEVONLY, 0); } -void fixes_apply(void) { - // expose all the demo stuff, for games like L4D that hide it for some +static void generalfixes(void) { + // Expose all the demo stuff, for games like L4D that hide it for some // reason. unhide("demo_debug"); unhide("demo_fastforwardfinalspeed"); @@ -49,7 +49,7 @@ void fixes_apply(void) { unhide("demo_quitafterplayback"); unhide("demo_interpolateview"); - // handy console stuff + // some handy console stuff unhide("con_filter_enable"); unhide("con_filter_text"); unhide("con_filter_text_out"); @@ -69,7 +69,9 @@ void fixes_apply(void) { // a game will want to require demos only (probably not till demos are more // robust anyway... whatever) chflags("developer", CON_HIDDEN | CON_DEVONLY, CON_DEMO); +} +static void l4d2specific(void) { // L4D2 doesn't let you set sv_cheats in lobbies, but turns out it skips all // the lobby checks if this random command is developer-only, presumably // because that flag is compiled out in debug builds and devs want to be @@ -88,13 +90,11 @@ void fixes_apply(void) { // constrain it so we don't enable a configuration that isn't already // possible on these earlier versions (who knows if that breaks // something...). - if (GAMETYPE_MATCHES(L4D2x)) { - struct con_var *v = con_findvar("mat_queue_mode"); - if (v && !(v->parent->base.flags & CON_ARCHIVE)) { // not already fixed - v->parent->base.flags = v->parent->base.flags - & ~(CON_HIDDEN | CON_DEVONLY) | CON_ARCHIVE; - v->parent->hasmax = true; v->parent->maxval = 0; - } + struct con_var *v = con_findvar("mat_queue_mode"); + if (v && !(v->parent->base.flags & CON_ARCHIVE)) { // not already fixed + v->parent->base.flags = v->parent->base.flags & + ~(CON_HIDDEN | CON_DEVONLY) | CON_ARCHIVE; + v->parent->hasmax = true; v->parent->maxval = 0; } #ifdef _WIN32 @@ -103,29 +103,34 @@ void fixes_apply(void) { // to detect device IDs to enable it on, but new devices are still broken, // so just blanket enable it if the primary adapter is Intel, since it // doesn't seem to break anything else anyway. - if (GAMETYPE_MATCHES(L4D2x)) { - struct con_var *v = con_findvar("mat_tonemapping_occlusion_use_stencil"); - if (!v || con_getvari(v)) goto e; - // considered getting d3d9 object from actual game, but it's way easier - // to just create another one - IDirect3D9 *d3d9 = Direct3DCreate9(D3D_SDK_VERSION); - if (!d3d9) goto e; - D3DADAPTER_IDENTIFIER9 ident; - if (IDirect3D9_GetAdapterIdentifier(d3d9, 0, 0, &ident) == D3D_OK && - ident.VendorId == 0x8086) { // neat vendor id, btw! - con_setvari(v, 1); - } - IDirect3D9_Release(d3d9); -e:; } + v = con_findvar("mat_tonemapping_occlusion_use_stencil"); + if (!v || con_getvari(v)) goto e; + // considered getting d3d9 object from actual game, but it's way easier + // to just create another one + IDirect3D9 *d3d9 = Direct3DCreate9(D3D_SDK_VERSION); + if (!d3d9) goto e; + D3DADAPTER_IDENTIFIER9 ident; + if (IDirect3D9_GetAdapterIdentifier(d3d9, 0, 0, &ident) == D3D_OK && + ident.VendorId == 0x8086) { // neat vendor id, btw! + con_setvari(v, 1); + } + IDirect3D9_Release(d3d9); +e:; #endif +} +static void l4d1specific(void) { // For some reason, L4D1 hides mat_monitorgamma and doesn't archive it. // This means on every startup it's necessary to manually set non-default // values via the menu. This change here brings it in line with pretty much // all other Source games for convenience. - if (GAMETYPE_MATCHES(L4D1)) { - chflags("mat_monitorgamma", CON_HIDDEN | CON_DEVONLY, CON_ARCHIVE); - } + chflags("mat_monitorgamma", CON_HIDDEN | CON_DEVONLY, CON_ARCHIVE); +} + +void fixes_apply(void) { + generalfixes(); + if (GAMETYPE_MATCHES(L4D1)) l4d1specific(); + else if (GAMETYPE_MATCHES(L4D2x)) l4d2specific(); } // vi: sw=4 ts=4 noet tw=80 cc=80 |