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engine, ref: add sprite and studio cvars to shared cvars list
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@ -679,7 +679,6 @@ extern convar_t *cl_fixtimerate;
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extern convar_t *hud_scale;
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extern convar_t *gl_showtextures;
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extern convar_t *cl_bmodelinterp;
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extern convar_t *cl_righthand;
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extern convar_t *cl_lw; // local weapons
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extern convar_t *cl_charset;
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extern convar_t *cl_trace_messages;
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@ -658,6 +658,12 @@ qboolean R_Init( void )
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Cvar_Get( "tracerblue", "0.4", 0, "tracer blue component weight ( 0 - 1.0 )" );
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Cvar_Get( "traceralpha", "0.5", 0, "tracer alpha amount ( 0 - 1.0 )" );
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Cvar_Get( "r_sprite_lerping", "1", FCVAR_ARCHIVE, "enables sprite animation lerping" );
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Cvar_Get( "r_sprite_lighting", "1", FCVAR_ARCHIVE, "enables sprite lighting (blood etc)" );
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Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
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Cvar_Get( "r_glowshellfreq", "2.2", 0, "glowing shell frequency update" );
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// cvars that are expected to exist by client.dll
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// refdll should just get pointer to them
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Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" );
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@ -656,6 +656,10 @@ typedef void (*REF_HUMANREADABLE_NAME)( char *out, size_t len );
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ENGINE_SHARED_CVAR( f, tracergreen ) \
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ENGINE_SHARED_CVAR( f, tracerblue ) \
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ENGINE_SHARED_CVAR( f, traceralpha ) \
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ENGINE_SHARED_CVAR( f, r_sprite_lerping ) \
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ENGINE_SHARED_CVAR( f, r_sprite_lighting ) \
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ENGINE_SHARED_CVAR( f, r_drawviewmodel ) \
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ENGINE_SHARED_CVAR( f, r_glowshellfreq ) \
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#define DECLARE_ENGINE_SHARED_CVAR_LIST() \
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ENGINE_SHARED_CVAR_LIST( DECLARE_ENGINE_SHARED_CVAR )
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@ -24,8 +24,6 @@ GNU General Public License for more details.
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#define MAPSPRITE_SIZE 128
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#define GLARE_FALLOFF 19000.0f
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cvar_t *r_sprite_lerping;
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cvar_t *r_sprite_lighting;
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char sprite_name[MAX_QPATH];
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char group_suffix[8];
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static uint r_texFlags = 0;
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@ -40,8 +38,6 @@ R_SpriteInit
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*/
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void R_SpriteInit( void )
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{
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r_sprite_lerping = gEngfuncs.Cvar_Get( "r_sprite_lerping", "1", FCVAR_ARCHIVE, "enables sprite animation lerping" );
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r_sprite_lighting = gEngfuncs.Cvar_Get( "r_sprite_lighting", "1", FCVAR_ARCHIVE, "enables sprite lighting (blood etc)" );
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}
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/*
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@ -34,8 +34,6 @@ typedef struct
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model_t *model;
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} player_model_t;
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cvar_t *r_glowshellfreq;
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cvar_t r_shadows = { "r_shadows", "0", 0 };
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static vec3_t hullcolor[8] =
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@ -125,8 +123,7 @@ typedef struct
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// studio-related cvars
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static cvar_t *r_studio_sort_textures;
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static cvar_t *r_drawviewmodel;
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cvar_t *cl_righthand = NULL;
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static cvar_t *cl_righthand = NULL;
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static cvar_t *r_studio_drawelements;
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static r_studio_interface_t *pStudioDraw;
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@ -152,11 +149,9 @@ R_StudioInit
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void R_StudioInit( void )
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{
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r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" );
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r_drawviewmodel = gEngfuncs.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
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r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_ARCHIVE, "use glDrawElements for studiomodels" );
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Matrix3x4_LoadIdentity( g_studio.rotationmatrix );
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r_glowshellfreq = gEngfuncs.Cvar_Get( "r_glowshellfreq", "2.2", 0, "glowing shell frequency update" );
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// g-cont. cvar disabled by Valve
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// gEngfuncs.Cvar_RegisterVariable( &r_shadows );
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@ -24,8 +24,6 @@ GNU General Public License for more details.
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#define MAPSPRITE_SIZE 128
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#define GLARE_FALLOFF 19000.0f
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cvar_t *r_sprite_lerping;
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cvar_t *r_sprite_lighting;
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char sprite_name[MAX_QPATH];
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char group_suffix[8];
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static uint r_texFlags = 0;
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@ -40,8 +38,6 @@ R_SpriteInit
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*/
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void R_SpriteInit( void )
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{
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r_sprite_lerping = gEngfuncs.Cvar_Get( "r_sprite_lerping", "1", FCVAR_ARCHIVE, "enables sprite animation lerping" );
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r_sprite_lighting = gEngfuncs.Cvar_Get( "r_sprite_lighting", "1", FCVAR_ARCHIVE, "enables sprite lighting (blood etc)" );
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}
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/*
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@ -34,8 +34,6 @@ typedef struct
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model_t *model;
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} player_model_t;
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cvar_t *r_glowshellfreq;
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cvar_t r_shadows = { "r_shadows", "0", 0 };
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static vec3_t hullcolor[8] =
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@ -122,8 +120,7 @@ typedef struct
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// studio-related cvars
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static cvar_t *r_studio_sort_textures;
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static cvar_t *r_drawviewmodel;
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cvar_t *cl_righthand = NULL;
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static cvar_t *cl_righthand = NULL;
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static cvar_t *r_studio_drawelements;
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static r_studio_interface_t *pStudioDraw;
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@ -150,10 +147,8 @@ void R_StudioInit( void )
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{
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r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" );
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r_drawviewmodel = gEngfuncs.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
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r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_ARCHIVE, "use glDrawElements for studiomodels" );
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Matrix3x4_LoadIdentity( g_studio.rotationmatrix );
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r_glowshellfreq = gEngfuncs.Cvar_Get( "r_glowshellfreq", "2.2", 0, "glowing shell frequency update" );
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// g-cont. cvar disabled by Valve
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// gEngfuncs.Cvar_RegisterVariable( &r_shadows );
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