Fix audio menu not escaping device names with spaces in them.

With sv_nqplayerphysics now using auto, we probably don't want to force it for _graphics_ presets when the mod will do it anyway.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5824 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-04-22 17:31:06 +00:00
parent eb27688181
commit 9dd692c4bb
1 changed files with 7 additions and 6 deletions

View File

@ -571,6 +571,7 @@ struct audiomenuinfo *M_Menu_Audio_Setup(emenu_t *menu)
extern cvar_t snd_device_opts;
int pairs, i;
struct audiomenuinfo *info = menu->data;
char buf[8192];
menu->remove = M_Menu_Audio_Remove;
Cmd_TokenizeString(snd_device_opts.string?snd_device_opts.string:"", false, false);
@ -579,7 +580,7 @@ struct audiomenuinfo *M_Menu_Audio_Setup(emenu_t *menu)
info->outdevdescs = BZ_Malloc((pairs+1)*sizeof(char*));
for (i = 0; i < pairs; i++)
{
info->outdevnames[i] = Z_StrDup(Cmd_Argv(i*2+0));
info->outdevnames[i] = Z_StrDup(COM_QuotedString(Cmd_Argv(i*2+0), buf, sizeof(buf), false));
info->outdevdescs[i] = Z_StrDup(Cmd_Argv(i*2+1));
}
info->outdevnames[i] = NULL;
@ -591,7 +592,7 @@ struct audiomenuinfo *M_Menu_Audio_Setup(emenu_t *menu)
info->capdevdescs = BZ_Malloc((pairs+1)*sizeof(char*));
for (i = 0; i < pairs; i++)
{
info->capdevnames[i] = Z_StrDup(Cmd_Argv(i*2+0));
info->capdevnames[i] = Z_StrDup(COM_QuotedString(Cmd_Argv(i*2+0), buf, sizeof(buf), false));
info->capdevdescs[i] = Z_StrDup(Cmd_Argv(i*2+1));
}
info->capdevnames[i] = NULL;
@ -917,7 +918,7 @@ const char *presetexec[] =
"seta cl_rollangle 0;"
"seta cl_bob 0;"
"seta cl_sbar 0;"
"cvarreset sv_nqplayerphysics;" //server settings in a preset might be bad.
// "cvarreset sv_nqplayerphysics;" //server settings in a preset might be bad.
"seta cl_demoreel 0;"
"seta cl_gibfilter 1;"
"if cl_deadbodyfilter == 0 then seta cl_deadbodyfilter 1;" //as useful as 2 is, some mods use death frames for crouching etc.
@ -968,7 +969,7 @@ const char *presetexec[] =
"r_part_classic_opaque 1;"
// "r_particlesystem script;" //q2 or hexen2 particle effects need to be loadable
"cl_sbar 2;" //its a style thing
"sv_nqplayerphysics 1;" //gb wanted this, should give nq physics to people who want nq settings. note that this disables prediction.
// "sv_nqplayerphysics 1;" //gb wanted this, should give nq physics to people who want nq settings. note that this disables prediction. disabled again because 'auto' matches the mod, which generally works out better.
"cl_demoreel 1;" //yup, arcadey
//"d_mipcap \"0 3\";" //logically correct, but will fuck up on ATI drivers if increased mid-map, because ATI will just ignore any levels that are not currently enabled.
"cl_gibfilter 0;"
@ -1013,7 +1014,7 @@ const char *presetexec[] =
"gl_texturemode2d l;"
"cl_sbar 0;"
"v_viewmodel_quake 0;" //don't move the gun around weirdly.
"cvarreset sv_nqplayerphysics;"
// "cvarreset sv_nqplayerphysics;"
"cl_demoreel 0;"
"r_loadlit 1;"
"r_nolerp 0;"
@ -3879,7 +3880,7 @@ static void M_ModelViewerDraw(int x, int y, struct menucustom_s *c, struct emenu
if (*mods->shaderfile)
mods->shadertext = Z_StrDup(va("\n\nPress space to view+edit the shader\n\n%s", body));
else
mods->shadertext = Z_StrDup(body);
mods->shadertext = Z_StrDup(va("{%s",body));
}
R_DrawTextField(r_refdef.grect.x, r_refdef.grect.y+16, r_refdef.grect.width, r_refdef.grect.height-16, mods->shadertext, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, fs);