Incorporate LUS CMake CVar system (#4093)
* Incorporate LUS CMake CVar system. Customize all LUS CMake CVars to align with plans for preset system. Swap "gOverlayFont" usage back to LUS CVar macro. * Change CMake sets to use the cache to allow for including LUS's file for the add_compile_defines and remove the duplication on SoH's side. * Move SoH CMake CVars to `soh-cvars.cmake` for clarity.
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@@ -467,7 +467,7 @@ void GameState_Destroy(GameState* gameState) {
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// Performing clear skeletons before unload resources fixes an actor heap corruption crash due to the skeleton patching system.
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ResourceMgr_ClearSkeletons();
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if (CVarGetInteger("gAltAssets", 0)) {
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if (CVarGetInteger(CVAR_ALT_ASSETS, 0)) {
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ResourceUnloadDirectory("alt/*");
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gfx_texture_cache_clear();
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}
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@@ -141,7 +141,7 @@ static const ALIGN_ASSET(2) char rGfxPrintFontDataAlt[] = drGfxPrintFontDataAlt;
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// https://github.com/HarbourMasters/Shipwright/issues/2762
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typedef enum {hardcoded, otrDefault, otrAlt} font_texture_t;
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font_texture_t GfxPrint_TextureToUse() {
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if (CVarGetInteger("gAltAssets", 0) && ResourceMgr_FileExists(rGfxPrintFontDataAlt)) {
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if (CVarGetInteger(CVAR_ALT_ASSETS, 0) && ResourceMgr_FileExists(rGfxPrintFontDataAlt)) {
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// If we have alt assets enabled, and we have alt prefixed font texture, use that
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return otrAlt;
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} else if (ResourceMgr_FileExists(rGfxPrintFontData)) {
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