Read default multiplayer server name/IP address from config. Patch by Aurium. Refs #1778.
This was SVN commit r13003.
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@ -30,6 +30,9 @@ pauseonfocusloss = true
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; Default player name to use in multiplayer
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; playername = "anonymous"
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; Default server name or IP to use in multiplayer
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multiplayerserver = "127.0.0.1"
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; Force a particular resolution. (If these are 0, the default is
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; to keep the current desktop resolution in fullscreen mode or to
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; use 1024x768 in windowed mode.)
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@ -241,7 +244,7 @@ hotkey.selection.group.add.9 = "Shift+9"
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; > SESSION CONTROLS
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hotkey.session.kill = Delete ; Destroy selected units
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hotkey.session.attack = Ctrl ; Modifier to force attack instead of another action
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hotkey.session.attack = Ctrl ; Modifier to force attack instead of another action
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hotkey.session.garrison = Ctrl ; Modifier to garrison when clicking on building
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hotkey.session.queue = Shift ; Modifier to queue unit orders instead of replacing
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hotkey.session.batchtrain = Shift ; Modifier to train units in batches
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@ -40,7 +40,9 @@
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</object>
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<object name="joinIP" type="input" size="210 80 100%-32 104" style="StoneInput">
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127.0.0.1
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<action on="Load"><![CDATA[
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this.caption = Engine.GetDefaultMPServer();
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]]></action>
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</object>3 100%-33 103 100%-3
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<object type="button" size="50%-144 100%-60 50%-16 100%-32" style="StoneButton">
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@ -179,6 +179,12 @@ std::wstring GetDefaultPlayerName(void* UNUSED(cbdata))
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return name;
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}
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std::wstring GetDefaultMPServer(void* UNUSED(cbdata))
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{
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std::wstring server = g_MPServer.FromUTF8();
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return server;
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}
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void StartNetworkGame(void* UNUSED(cbdata))
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{
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ENSURE(g_NetServer);
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@ -634,6 +640,7 @@ void GuiScriptingInit(ScriptInterface& scriptInterface)
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scriptInterface.RegisterFunction<std::wstring, std::wstring, &SetCursor>("SetCursor");
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scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
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scriptInterface.RegisterFunction<std::wstring, &GetDefaultPlayerName>("GetDefaultPlayerName");
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scriptInterface.RegisterFunction<std::wstring, &GetDefaultMPServer>("GetDefaultMPServer");
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scriptInterface.RegisterFunction<void, std::string, &OpenURL>("OpenURL");
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scriptInterface.RegisterFunction<void, &RestartInAtlas>("RestartInAtlas");
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scriptInterface.RegisterFunction<bool, &AtlasIsAvailable>("AtlasIsAvailable");
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@ -35,6 +35,7 @@ bool g_NoGLVBO = false;
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bool g_PauseOnFocusLoss = false;
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CStr g_PlayerName = "";
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CStr g_MPServer = "";
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bool g_Shadows = false;
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bool g_ShadowPCF = false;
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@ -86,9 +87,10 @@ static void LoadGlobals()
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CFG_GET_USER_VAL("novbo", Bool, g_NoGLVBO);
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CFG_GET_USER_VAL("pauseonfocusloss", Bool, g_PauseOnFocusLoss);
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CFG_GET_USER_VAL("playername", String, g_PlayerName);
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CFG_GET_USER_VAL("multiplayerserver", String, g_MPServer);
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CFG_GET_USER_VAL("shadows", Bool, g_Shadows);
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CFG_GET_USER_VAL("shadowpcf", Bool, g_ShadowPCF);
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CFG_GET_USER_VAL("waternormals",Bool, g_WaterNormal);
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CFG_GET_USER_VAL("waterrealdepth",Bool, g_WaterRealDepth);
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CFG_GET_USER_VAL("waterfoam",Bool, g_WaterFoam);
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@ -109,9 +111,9 @@ static void LoadGlobals()
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float musicGain = 0.5f;
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float ambientGain = 0.5f;
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float actionGain = 0.5f;
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int bufferCount = 50;
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unsigned long bufferSize = 65536;
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int bufferCount = 50;
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unsigned long bufferSize = 65536;
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CFG_GET_USER_VAL("sound.mastergain", Float, gain);
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CFG_GET_USER_VAL("sound.musicgain", Float, musicGain);
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CFG_GET_USER_VAL("sound.ambientgain", Float, ambientGain);
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@ -120,7 +122,7 @@ static void LoadGlobals()
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CFG_GET_USER_VAL("sound.bufferCount", Int, bufferCount);
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CFG_GET_USER_VAL("sound.bufferSize", UnsignedLong, bufferSize);
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if ( g_SoundManager ) {
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if (g_SoundManager) {
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g_SoundManager->SetMasterGain(gain);
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g_SoundManager->SetMusicGain(musicGain);
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g_SoundManager->SetAmbientGain(ambientGain);
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@ -47,6 +47,9 @@ extern bool g_PauseOnFocusLoss;
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// default player name to use in multiplayer
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extern CStr g_PlayerName;
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// default server name or IP to use in multiplayer
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extern CStr g_MPServer;
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// flag to switch on shadows
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extern bool g_Shadows;
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