Add com_standalone cvar for at-runtime handling of mods that do not require the original quake3 game data.
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@@ -82,6 +82,7 @@ cvar_t *com_cameraMode;
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cvar_t *com_ansiColor;
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cvar_t *com_unfocused;
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cvar_t *com_minimized;
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cvar_t *com_standalone;
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// com_speeds times
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int time_game;
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@@ -2351,6 +2352,8 @@ static void Com_Crash_f( void ) {
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* ( int * ) 0 = 0x12345678;
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}
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#ifndef STANDALONE
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// TTimo: centralizing the cl_cdkey stuff after I discovered a buffer overflow problem with the dedicated server version
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// not sure it's necessary to have different defaults for regular and dedicated, but I don't want to risk it
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=470
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@@ -2469,6 +2472,7 @@ out:
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}
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#endif
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#endif // STANDALONE
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static void Com_DetectAltivec(void)
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{
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@@ -2591,6 +2595,7 @@ void Com_Init( char *commandLine ) {
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com_unfocused = Cvar_Get( "com_unfocused", "0", CVAR_ROM );
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com_minimized = Cvar_Get( "com_minimized", "0", CVAR_ROM );
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com_standalone = Cvar_Get( "com_standalone", "0", CVAR_INIT );
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com_introPlayed = Cvar_Get( "com_introplayed", "0", CVAR_ARCHIVE);
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@@ -2697,12 +2702,17 @@ void Com_WriteConfiguration( void ) {
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// not needed for dedicated
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#ifndef DEDICATED
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fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
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if (UI_usesUniqueCDKey() && fs && fs->string[0] != 0) {
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Com_WriteCDKey( fs->string, &cl_cdkey[16] );
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} else {
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Com_WriteCDKey( BASEGAME, cl_cdkey );
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#ifndef STANDALONE
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if(!Cvar_VariableIntegerValue("com_standalone"))
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{
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if (UI_usesUniqueCDKey() && fs && fs->string[0] != 0) {
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Com_WriteCDKey( fs->string, &cl_cdkey[16] );
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} else {
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Com_WriteCDKey( BASEGAME, cl_cdkey );
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}
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}
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#endif
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#endif
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}
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