forked from mirrors/0ad
Rework Mod into a class.
`Mod` currently modifies 4 global arrays, including some that are 'public'. The logic flow is easier to understand if this becomes a real class with const-correctness and public/private methods. Differential Revision: https://code.wildfiregames.com/D3981 This was SVN commit r25469.
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+3
-3
@@ -598,7 +598,7 @@ static void RunGameOrAtlas(int argc, const char* argv[])
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g_VFS = CreateVfs();
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// Mount with highest priority, we don't want mods overwriting this.
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g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE, VFS_MAX_PRIORITY);
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MountMods(paths, Mod::GetModsFromArguments(args, INIT_MODS));
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MountMods(paths, g_Mods.GetModsFromArguments(args, INIT_MODS));
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{
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CReplayPlayer replay;
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@@ -698,7 +698,7 @@ static void RunGameOrAtlas(int argc, const char* argv[])
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// Do not install mods again in case of restart (typically from the mod selector)
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modsToInstall.clear();
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Mod::ClearIncompatibleMods();
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g_Mods.ClearIncompatibleMods();
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Shutdown(0);
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MainControllerShutdown();
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@@ -708,7 +708,7 @@ static void RunGameOrAtlas(int argc, const char* argv[])
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#if OS_MACOSX
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if (g_Shutdown == ShutdownType::RestartAsAtlas)
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startNewAtlasProcess();
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startNewAtlasProcess(g_Mods.GetEnabledMods());
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#else
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if (g_Shutdown == ShutdownType::RestartAsAtlas)
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ATLAS_RunIfOnCmdLine(args, true);
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