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source/ps/GameSetup/Config.cpp
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CStrW g_CursorName = g_DefaultCursor; | CStrW g_CursorName = g_DefaultCursor; | ||||
bool g_NoGLS3TC = false; | bool g_NoGLS3TC = false; | ||||
bool g_NoGLAutoMipmap = false; | bool g_NoGLAutoMipmap = false; | ||||
bool g_NoGLVBO = false; | bool g_NoGLVBO = false; | ||||
bool g_PauseOnFocusLoss = false; | bool g_PauseOnFocusLoss = false; | ||||
bool g_Shadows = false; | |||||
bool g_ShadowPCF = false; | |||||
bool g_WaterEffects = true; | bool g_WaterEffects = true; | ||||
bool g_WaterFancyEffects = false; | bool g_WaterFancyEffects = false; | ||||
bool g_WaterRealDepth = false; | bool g_WaterRealDepth = false; | ||||
bool g_WaterRefraction = false; | bool g_WaterRefraction = false; | ||||
bool g_WaterReflection = false; | bool g_WaterReflection = false; | ||||
bool g_WaterShadows = false; | bool g_WaterShadows = false; | ||||
bool g_Particles = false; | bool g_Particles = false; | ||||
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static void LoadGlobals() | static void LoadGlobals() | ||||
{ | { | ||||
CFG_GET_VAL("vsync", g_VSync); | CFG_GET_VAL("vsync", g_VSync); | ||||
CFG_GET_VAL("nos3tc", g_NoGLS3TC); | CFG_GET_VAL("nos3tc", g_NoGLS3TC); | ||||
CFG_GET_VAL("noautomipmap", g_NoGLAutoMipmap); | CFG_GET_VAL("noautomipmap", g_NoGLAutoMipmap); | ||||
CFG_GET_VAL("novbo", g_NoGLVBO); | CFG_GET_VAL("novbo", g_NoGLVBO); | ||||
CFG_GET_VAL("pauseonfocusloss", g_PauseOnFocusLoss); | CFG_GET_VAL("pauseonfocusloss", g_PauseOnFocusLoss); | ||||
CFG_GET_VAL("shadows", g_Shadows); | |||||
CFG_GET_VAL("shadowpcf", g_ShadowPCF); | |||||
CFG_GET_VAL("watereffects", g_WaterEffects); | CFG_GET_VAL("watereffects", g_WaterEffects); | ||||
CFG_GET_VAL("waterfancyeffects", g_WaterFancyEffects); | CFG_GET_VAL("waterfancyeffects", g_WaterFancyEffects); | ||||
CFG_GET_VAL("waterrealdepth", g_WaterRealDepth); | CFG_GET_VAL("waterrealdepth", g_WaterRealDepth); | ||||
CFG_GET_VAL("waterrefraction", g_WaterRefraction); | CFG_GET_VAL("waterrefraction", g_WaterRefraction); | ||||
CFG_GET_VAL("waterreflection", g_WaterReflection); | CFG_GET_VAL("waterreflection", g_WaterReflection); | ||||
CFG_GET_VAL("watershadows", g_WaterShadows); | CFG_GET_VAL("watershadows", g_WaterShadows); | ||||
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{ | { | ||||
TIMER(L"CONFIG_Init"); | TIMER(L"CONFIG_Init"); | ||||
new CConfigDB; | new CConfigDB; | ||||
// Load the global, default config file | // Load the global, default config file | ||||
g_ConfigDB.SetConfigFile(CFG_DEFAULT, L"config/default.cfg"); | g_ConfigDB.SetConfigFile(CFG_DEFAULT, L"config/default.cfg"); | ||||
g_ConfigDB.Reload(CFG_DEFAULT); // 216ms | g_ConfigDB.Reload(CFG_DEFAULT); // 216ms | ||||
// Try loading the local system config file (which doesn't exist by | |||||
// default) - this is designed as a way of letting developers edit the | |||||
// system config without accidentally committing their changes back to SVN. | |||||
g_ConfigDB.SetConfigFile(CFG_SYSTEM, L"config/local.cfg"); | |||||
g_ConfigDB.Reload(CFG_SYSTEM); | |||||
g_ConfigDB.SetConfigFile(CFG_USER, L"config/user.cfg"); | g_ConfigDB.SetConfigFile(CFG_USER, L"config/user.cfg"); | ||||
g_ConfigDB.Reload(CFG_USER); | g_ConfigDB.Reload(CFG_USER); | ||||
g_ConfigDB.SetConfigFile(CFG_MOD, L"config/mod.cfg"); | g_ConfigDB.SetConfigFile(CFG_MOD, L"config/mod.cfg"); | ||||
// No point in reloading mod.cfg here - we haven't mounted mods yet | // No point in reloading mod.cfg here - we haven't mounted mods yet | ||||
ProcessCommandLineArgs(args); | ProcessCommandLineArgs(args); | ||||
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Wildfire Games · Phabricator