ac-stef b650fca2ca persistidents cleanup
Restore the old persistidents system from AC 1.0, since it's working as
intended - if used properly.

As a reminder:

  * aliases created by "const" and "tempalias" are never persistent
  * aliases created or altered by "alias" or "=" become persistent, if
    the persistidents flag is set during that operation
  * persistidents if false during the execution of almost all config files
    during game start - those files can create aliases with default values
    which will not be persistent (until changed later while the flag is
    set)
  * before saved.cfg is executed, the flag is set and stays set all
    throughout the game - which means, that all changes (from menus, for
    example) will change the altered alias to "persistent"
  * exceptions for map or model config files are unnecessary, since those
    run restricted and can't create aliases anyway
  * exceptions are necessary for "late run" config files like those in
    config/opt/

The new command "persistidents" may be used to manually set or clear the
flag. It also returns the current state of the flag. If used in a config
file, the flag is restored to its original value when the file ends
execution.

In short: only late-run config files (meaning: run after saved.cfg was
restored) may need to manually set/reset the flag. Use const and tempalias
where appropriate and clear persistidents before creating an alias with a
not-to-save default value that may be changed and made persistent later.

DOCREF persistidents
2017-05-05 15:50:59 +02:00
2015-07-15 21:57:05 +02:00
2015-06-21 10:34:07 +02:00
2017-05-05 15:50:59 +02:00
2015-07-15 21:57:05 +02:00
2015-10-13 20:24:23 +02:00
2016-11-03 14:18:01 +01:00
2017-04-30 22:57:07 +02:00
2015-07-15 21:57:05 +02:00
2017-05-05 15:50:59 +02:00
2016-05-28 21:46:31 +02:00
2016-08-26 14:28:54 +02:00
2015-09-07 14:53:56 +02:00
2014-01-30 21:51:37 -08:00
2015-09-07 14:53:56 +02:00
2017-02-18 22:40:07 +01:00
2016-11-21 20:39:28 +01:00
2008-10-22 15:48:02 +00:00
2008-10-25 16:53:58 +00:00
2011-03-19 11:39:47 +00:00

What is AssaultCube?

AssaultCube is a FREE, multiplayer, first-person shooter game, based on the CUBE engine.

Taking place in realistic environments, with fast, arcade gameplay, it's addictive and fun!

With efficient bandwidth usage, it's low-latency and can even run over a 56 Kbps connection. It's tiny too, weighing in at a lightweight about 50 MB package available for Windows, Mac and Linux. On the correct settings, it can even run on old hardware (Pentium III and above).

Features in a nutshell:

  • It's FREE.
  • Source code is available under a zlib-like open source license.
  • Low latency, it can even run across a 56 Kbps connection!
  • Lightweight size, only about 50 MB to download, plus additional maps average 20 KB each!
  • With the correct settings, it can run on old hardware (Pentium III and above).
  • Officially runs on most major systems (Windows: 2000/XP/Vista/7/8/10, Linux, Mac OS X: 10.4+), and maybe even some non-major ones?
  • Has a built in, in-game map editor to help players create their own maps and allows for co-operative editmode in realtime with others!
  • Features a single-player bot system.
  • Supports recording of your game by the "demo" system.
  • Contains many multiplayer game modes, including: Deathmatch, Survivor, Capture the Flag, Hunt the Flag, Keep the Flag, Pistol Frenzy, Last Swiss Standing & One-Shot One-Kill (plus team versions of these modes).
  • Comes pre-packaged with several dozen different maps!

More info:

Most of this README was directly copied from the AssaultCube Homepage, which should have everything you need in relation to AssaultCube.

Redistribution:

You may redistribute AssaultCube in any way the license permits, such as the free unmodified distribution of AssaultCube's source and binaries. If you have any doubts, you can look at the license.

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