ACSUtils provides functions to identify the exact source port (ZDoom, GZDoom, Zandronum) and renderer (software, OpenGL).
The detection module first checks for presence of GetPlayerAccountName, which is a Zandronum-exclusive function. It returns a string (usually an empty string) if it exists, while unimplemented ACS functions return 0. If the function is present, the port is assumed to be Zandronum.
If the port is not Zandronum, the detection module attempts to spawn an actor of type DynamicLight, which is present in GZDoom, but not in ZDoom. If the actor spawns successfully, the port is assumed to be GZDoom.
If both these checks fail, the port is assumed to be ZDoom.
The above checks are not rerun every time the source port is queried. After identification, the type of the source port is saved into a map variable. Subsequent queries simply return the value of that variable.
Identifies the engine that the mod is running in and returns one of the following constants:
Returns true if the port is GZDoom or a derivative.
Returns true if the port is Zandronum or a derivative.
Returns the name of the source port as a string, one of
print(s:"This mod is running on ", s:GetPortName());
Returns true if the engine is currently running in an OpenGL renderer.
This function first calls
IsGZDoom to check if the port is GZDoom or a derivative like Zandronum. If the port is not a GZDoom derivative, it can't have the OpenGL renderer, and this function returns false. This is to prevent detecting the OpenGL renderer when ZDoom is run with a config from GZDoom which has
If the port is confirmed to be a GZDoom derivative, this function checks for two CVars:
gl_nogl. This function only returns true if
vid_renderer is true and
gl_nogl is false.
The result is not cached in any way, because the renderer can be changed mid-game.
IsOpenGLto check for the renderer, because it can be changed mid-game.