//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "icvar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ------------------------------------------------------------------------------------------- //
// ConVar stuff.
// ------------------------------------------------------------------------------------------- //
static ICvar *s_pCVar;
class CShaderLibConVarAccessor : public IConCommandBaseAccessor
{
public:
virtual bool RegisterConCommandBase( ConCommandBase *pCommand )
{
// Mark for easy removal
pCommand->AddFlags( FCVAR_MATERIAL_SYSTEM );
// Unlink from shaderlib only list
pCommand->SetNext( 0 );
// Link to engine's list instead
s_pCVar->RegisterConCommandBase( pCommand );
char const *pValue = s_pCVar->GetCommandLineValue( pCommand->GetName() );
if( pValue && !pCommand->IsCommand() )
{
( ( ConVar * )pCommand )->SetValue( pValue );
}
return true;
}
};
CShaderLibConVarAccessor g_ConVarAccessor;
void InitShaderLibCVars( CreateInterfaceFn cvarFactory )
{
s_pCVar = (ICvar*)cvarFactory( VENGINE_CVAR_INTERFACE_VERSION, NULL );
if ( s_pCVar )
{
ConCommandBaseMgr::OneTimeInit( &g_ConVarAccessor );
}
}
ICvar *GetCVar()
{
return s_pCVar;
}
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
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