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engine: remove cvar r_lighting_modulate, it's some unindentifiable legacy
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@ -678,7 +678,6 @@ typedef int (*REFAPI)( int version, ref_interface_t *pFunctionTable, ref_api_t*
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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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ENGINE_SHARED_CVAR( f, r_lighting_modulate ) \
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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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@ -129,7 +129,6 @@ CVAR_DEFINE( public_server, "public", "0", 0, "change server type from private t
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CVAR_DEFINE_AUTO( sv_novis, "0", 0, "force to ignore server visibility" ); // disable server culling entities by vis
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CVAR_DEFINE( sv_pausable, "pausable", "1", FCVAR_SERVER, "allow players to pause or not" );
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static CVAR_DEFINE_AUTO( timeout, "125", FCVAR_SERVER, "connection timeout" ); // seconds without any message
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CVAR_DEFINE( sv_lighting_modulate, "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
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CVAR_DEFINE( sv_maxclients, "maxplayers", "1", FCVAR_LATCH, "server max capacity" );
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CVAR_DEFINE_AUTO( sv_check_errors, "0", FCVAR_ARCHIVE, "check edicts for errors" );
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CVAR_DEFINE_AUTO( sv_reconnect_limit, "3", FCVAR_ARCHIVE, "max reconnect attempts" ); // minimum seconds between connect messages
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@ -919,7 +918,6 @@ void SV_Init( void )
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Cvar_RegisterVariable( &sv_maxclients );
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Cvar_RegisterVariable( &sv_check_errors );
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Cvar_RegisterVariable( &public_server );
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Cvar_RegisterVariable( &sv_lighting_modulate );
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Cvar_RegisterVariable( &sv_reconnect_limit );
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Cvar_RegisterVariable( &sv_failuretime );
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Cvar_RegisterVariable( &sv_unlag );
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@ -1784,7 +1784,7 @@ static void SV_RunLightStyles( void )
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lightstyle_t *ls;
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float scale;
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scale = sv_lighting_modulate.value;
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scale = 1.0f;
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// run lightstyles animation
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for( i = 0, ls = sv.lightstyles; i < MAX_LIGHTSTYLES; i++, ls++ )
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@ -42,7 +42,7 @@ void CL_RunLightStyles( void )
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if( !WORLDMODEL ) return;
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scale = r_lighting_modulate->value;
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scale = 1.0f;
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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@ -45,7 +45,7 @@ void GAME_EXPORT CL_RunLightStyles( void )
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if( !WORLDMODEL ) return;
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scale = 1; //r_lighting_modulate->value;
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scale = 1.0f;
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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