by phantombeta » Sat Dec 29, 2018 12:01 am
The naming is probably a holdover from Quake, yes - problem is, it'd make the usage of the prefix inconsistent. Right now you can tell if a CVar isn't synced just by checking the prefix - CL_? Not synced. GL_? Not synced either. VID_? Nope. R_? Also not synced.
Making one of the cl_ CVars synced would mess with that, which would be rather annoying, at least IMO... :\
Renaming also sounds possibly annoying, since people have it bound to keys - and thanks to GZDoom just binding "toggle cl_run" to caps lock and the "Toggle run" key in the menu also just binding that instead of an alias, that'd be a problem. (I don't mind changing it manually, myself, but I can see how it'd be annoying for others)
If there's some way for GZDoom to change/update things in aliases and keybinds, though, it shouldn't really be a problem, of course.
But IMO a better option would be to just to put a boolean indicating whether the player is running in the UserCmd struct - mods shouldn't care (or know) whether the player is running by using cl_run or not.
The naming is probably a holdover from Quake, yes - problem is, it'd make the usage of the prefix inconsistent. Right now you can tell if a CVar isn't synced just by checking the prefix - CL_? Not synced. GL_? Not synced either. VID_? Nope. R_? Also not synced.
Making one of the cl_ CVars synced would mess with that, which would be rather annoying, at least IMO... :\
Renaming also sounds possibly annoying, since people have it bound to keys - and thanks to GZDoom just binding "toggle cl_run" to caps lock and the "Toggle run" key in the menu also just binding that instead of an alias, that'd be a problem. (I don't mind changing it manually, myself, but I can see how it'd be annoying for others)
If there's some way for GZDoom to change/update things in aliases and keybinds, though, it shouldn't really be a problem, of course.
But IMO a better option would be to just to put a boolean indicating whether the player is running in the UserCmd struct - mods shouldn't care (or know) whether the player is running by using cl_run or not.