engine: move ref cvars to static allocation
This commit is contained in:
parent
d4470402ee
commit
5d7d5319fd
19 changed files with 62 additions and 66 deletions
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@ -480,7 +480,7 @@ qboolean CL_ProcessShowTexturesCmds( usercmd_t *cmd )
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int changed;
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int pressed, released;
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if( !gl_showtextures->value || CL_IsDevOverviewMode( ))
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if( !r_showtextures.value || CL_IsDevOverviewMode( ))
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return false;
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changed = (oldbuttons ^ cmd->buttons);
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@ -488,9 +488,9 @@ qboolean CL_ProcessShowTexturesCmds( usercmd_t *cmd )
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released = changed & (~cmd->buttons);
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if( released & ( IN_RIGHT|IN_MOVERIGHT ))
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Cvar_SetValue( "r_showtextures", gl_showtextures->value + 1 );
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Cvar_SetValue( "r_showtextures", r_showtextures.value + 1 );
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if( released & ( IN_LEFT|IN_MOVELEFT ))
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Cvar_SetValue( "r_showtextures", Q_max( 1, gl_showtextures->value - 1 ));
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Cvar_SetValue( "r_showtextures", Q_max( 1, r_showtextures.value - 1 ));
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oldbuttons = cmd->buttons;
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return true;
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@ -511,7 +511,7 @@ qboolean CL_ProcessOverviewCmds( usercmd_t *cmd )
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float step = (2.0f / size) * host.realframetime;
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float step2 = step * 100.0f * (2.0f / ov->flZoom);
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if( !CL_IsDevOverviewMode() || gl_showtextures->value )
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if( !CL_IsDevOverviewMode() || r_showtextures.value )
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return false;
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if( ov->flZoom < 0.0f ) sign = -1;
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@ -931,10 +931,10 @@ void CL_ParseServerData( sizebuf_t *msg, qboolean legacy )
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// loading user settings
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CSCR_LoadDefaultCVars( "user.scr" );
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if( r_decals->value > mp_decals.value )
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Cvar_SetValue( "r_decals", mp_decals.value );
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if( r_decals.value > mp_decals.value )
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Cvar_DirectSet( &r_decals, mp_decals.string );
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}
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else Cvar_Reset( "r_decals" );
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else Cvar_DirectSet( &r_decals, NULL );
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// set the background state
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if( cls.demoplayback && ( cls.demonum != -1 ))
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@ -232,10 +232,10 @@ static void CL_ParseQuakeServerInfo( sizebuf_t *msg )
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// loading user settings
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CSCR_LoadDefaultCVars( "user.scr" );
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if( r_decals->value > mp_decals.value )
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Cvar_SetValue( "r_decals", mp_decals.value );
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if( r_decals.value > mp_decals.value )
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Cvar_DirectSet( &r_decals, mp_decals.string );
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}
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else Cvar_Reset( "r_decals" );
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else Cvar_DirectSet( &r_decals, NULL );
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if( cl.background ) // tell the game parts about background state
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Cvar_FullSet( "cl_background", "1", FCVAR_READ_ONLY );
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@ -366,7 +366,7 @@ void SCR_BeginLoadingPlaque( qboolean is_background )
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cl.video_prepped = false;
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if( !Host_IsDedicated() )
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oldclear = gl_clear->value;
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oldclear = gl_clear.value;
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if( CL_IsInMenu( ) && !cls.changedemo && !is_background )
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{
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@ -382,7 +382,7 @@ void SCR_BeginLoadingPlaque( qboolean is_background )
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return;
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if( !Host_IsDedicated() )
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gl_clear->value = 0.0f;
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gl_clear.value = 0.0f;
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if( is_background ) IN_MouseSavePos( );
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cls.draw_changelevel = !is_background;
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@ -391,7 +391,7 @@ void SCR_BeginLoadingPlaque( qboolean is_background )
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cl.background = is_background; // set right state before svc_serverdata is came
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if( !Host_IsDedicated() )
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gl_clear->value = oldclear;
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gl_clear.value = oldclear;
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// SNDDMA_LockSound();
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}
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@ -311,7 +311,7 @@ void V_GetRefParams( ref_params_t *fd, ref_viewpass_t *rvp )
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rvp->fov_y = V_CalcFov( &rvp->fov_x, clgame.viewport[2], clgame.viewport[3] );
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// adjust FOV for widescreen
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if( refState.wideScreen && r_adjust_fov->value )
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if( refState.wideScreen && r_adjust_fov.value )
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V_AdjustFov( &rvp->fov_x, &rvp->fov_y, clgame.viewport[2], clgame.viewport[3], false );
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rvp->flags = 0;
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@ -472,7 +472,7 @@ void R_ShowTree( void )
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float y = NODE_INTERVAL_Y(1.0f);
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mleaf_t *viewleaf;
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if( !cl.worldmodel || !CVAR_TO_BOOL( r_showtree ))
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if( !cl.worldmodel || !r_showtree.value )
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return;
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world.recursion_level = 0;
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@ -683,7 +683,7 @@ extern convar_t *cl_clockreset;
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extern convar_t *cl_fixtimerate;
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extern convar_t *hud_fontscale;
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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 r_showtextures;
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extern convar_t *cl_bmodelinterp;
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extern convar_t *cl_lw; // local weapons
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extern convar_t *cl_charset;
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@ -697,7 +697,7 @@ extern convar_t *v_dark; // start from dark
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extern convar_t *net_graph;
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extern convar_t *rate;
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extern convar_t *m_ignore;
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extern convar_t *r_showtree;
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extern convar_t r_showtree;
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extern convar_t *ui_renderworld;
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//=============================================================================
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@ -719,10 +719,10 @@ void GAME_EXPORT Key_Event( int key, int down )
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switch( cls.key_dest )
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{
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case key_game:
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if( CVAR_TO_BOOL( gl_showtextures ))
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if( r_showtextures.value )
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{
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// close texture atlas
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Cvar_SetValue( "r_showtextures", 0.0f );
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Cvar_DirectSet( &r_showtextures, "0" );
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return;
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}
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else if( host.mouse_visible && cls.state != ca_cinematic )
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@ -8,14 +8,14 @@
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struct ref_state_s ref;
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ref_globals_t refState;
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convar_t *gl_vsync;
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convar_t *gl_showtextures;
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convar_t *r_decals;
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convar_t *r_adjust_fov;
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convar_t *r_showtree;
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convar_t *gl_msaa_samples;
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convar_t *gl_clear;
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convar_t *r_refdll;
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CVAR_DEFINE_AUTO( gl_vsync, "0", FCVAR_ARCHIVE, "enable vertical syncronization" );
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CVAR_DEFINE_AUTO( r_showtextures, "0", FCVAR_CHEAT, "show all uploaded textures" );
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CVAR_DEFINE_AUTO( r_adjust_fov, "1", FCVAR_ARCHIVE, "making FOV adjustment for wide-screens" );
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CVAR_DEFINE_AUTO( r_decals, "4096", FCVAR_ARCHIVE, "sets the maximum number of decals" );
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CVAR_DEFINE_AUTO( gl_msaa_samples, "0", FCVAR_GLCONFIG, "samples number for multisample anti-aliasing" );
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CVAR_DEFINE_AUTO( gl_clear, "0", FCVAR_ARCHIVE, "clearing screen after each frame" );
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CVAR_DEFINE_AUTO( r_showtree, "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" );
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static CVAR_DEFINE_AUTO( r_refdll, "", FCVAR_RENDERINFO, "choose renderer implementation, if supported" );
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void R_GetTextureParms( int *w, int *h, int texnum )
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{
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@ -618,14 +618,14 @@ qboolean R_Init( void )
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qboolean success = false;
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string requested;
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gl_vsync = Cvar_Get( "gl_vsync", "0", FCVAR_ARCHIVE, "enable vertical syncronization" );
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gl_showtextures = Cvar_Get( "r_showtextures", "0", FCVAR_CHEAT, "show all uploaded textures" );
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r_adjust_fov = Cvar_Get( "r_adjust_fov", "1", FCVAR_ARCHIVE, "making FOV adjustment for wide-screens" );
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r_decals = Cvar_Get( "r_decals", "4096", FCVAR_ARCHIVE, "sets the maximum number of decals" );
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gl_msaa_samples = Cvar_Get( "gl_msaa_samples", "0", FCVAR_GLCONFIG, "samples number for multisample anti-aliasing" );
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gl_clear = Cvar_Get( "gl_clear", "0", FCVAR_ARCHIVE, "clearing screen after each frame" );
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r_showtree = Cvar_Get( "r_showtree", "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" );
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r_refdll = Cvar_Get( "r_refdll", "", FCVAR_RENDERINFO, "choose renderer implementation, if supported" );
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Cvar_RegisterVariable( &gl_vsync );
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Cvar_RegisterVariable( &r_showtextures );
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Cvar_RegisterVariable( &r_adjust_fov );
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Cvar_RegisterVariable( &r_decals );
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Cvar_RegisterVariable( &gl_msaa_samples );
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Cvar_RegisterVariable( &gl_clear );
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Cvar_RegisterVariable( &r_showtree );
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Cvar_RegisterVariable( &r_refdll );
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// cvars that are expected to exist
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Cvar_Get( "r_speeds", "0", FCVAR_ARCHIVE, "shows renderer speeds" );
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@ -669,9 +669,9 @@ qboolean R_Init( void )
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if( !success && Sys_GetParmFromCmdLine( "-ref", requested ))
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success = R_LoadRenderer( requested );
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if( !success && COM_CheckString( r_refdll->string ))
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if( !success && COM_CheckString( r_refdll.string ))
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{
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Q_strncpy( requested, r_refdll->string, sizeof( requested ));
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Q_strncpy( requested, r_refdll.string, sizeof( requested ));
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success = R_LoadRenderer( requested );
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}
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@ -46,9 +46,9 @@ void R_GetTextureParms( int *w, int *h, int texnum );
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void GL_RenderFrame( const struct ref_viewpass_s *rvp );
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// common engine and renderer cvars
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extern convar_t *r_decals;
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extern convar_t *r_adjust_fov;
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extern convar_t *gl_clear;
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extern convar_t r_decals;
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extern convar_t r_adjust_fov;
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extern convar_t gl_clear;
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qboolean R_Init( void );
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void R_Shutdown( void );
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@ -34,8 +34,8 @@ extern convar_t vid_fullscreen;
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extern convar_t vid_highdpi;
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extern convar_t window_xpos;
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extern convar_t window_ypos;
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extern convar_t gl_msaa_samples;
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extern convar_t *gl_msaa_samples;
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void R_SaveVideoMode( int w, int h, int render_w, int render_h );
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void VID_SetDisplayTransform( int *render_w, int *render_h );
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void VID_CheckChanges( void );
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@ -153,7 +153,7 @@ void DBG_AssertFunction( qboolean fExpr, const char* szExpr, const char* szFile,
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#define Assert( f )
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#endif
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extern convar_t *gl_vsync;
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extern convar_t gl_vsync;
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extern convar_t *scr_loading;
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extern convar_t *scr_download;
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extern convar_t *cmd_scripting;
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@ -278,7 +278,7 @@ static int Host_CalcSleep( void )
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#ifndef XASH_DEDICATED
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// never sleep in timedemo for benchmarking purposes
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// also don't sleep with vsync for less lag
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if( CL_IsTimeDemo( ) || CVAR_TO_BOOL( gl_vsync ))
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if( CL_IsTimeDemo( ) || gl_vsync.value )
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return 0;
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#endif
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@ -599,12 +599,12 @@ double Host_CalcFPS( void )
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}
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else if( Host_IsLocalGame( ))
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{
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if( !CVAR_TO_BOOL( gl_vsync ))
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if( !gl_vsync.value )
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fps = host_maxfps->value;
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}
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else
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{
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if( !CVAR_TO_BOOL( gl_vsync ))
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if( !gl_vsync.value )
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{
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fps = host_maxfps->value;
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if( fps == 0.0 ) fps = MAX_FPS;
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@ -168,11 +168,11 @@ void GL_UpdateSwapInterval( void )
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{
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// setup fb vsync here
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fb.vsync = false;
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SetBits( gl_vsync->flags, FCVAR_CHANGED );
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SetBits( gl_vsync.flags, FCVAR_CHANGED );
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}
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else if( FBitSet( gl_vsync->flags, FCVAR_CHANGED ))
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else if( FBitSet( gl_vsync.flags, FCVAR_CHANGED ))
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{
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ClearBits( gl_vsync->flags, FCVAR_CHANGED );
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ClearBits( gl_vsync.flags, FCVAR_CHANGED );
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fb.vsync = true;
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}
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}
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@ -455,13 +455,13 @@ void GL_UpdateSwapInterval( void )
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if( cls.state < ca_active )
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{
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SDL_GL_SetSwapInterval( 0 );
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SetBits( gl_vsync->flags, FCVAR_CHANGED );
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SetBits( gl_vsync.flags, FCVAR_CHANGED );
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}
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else if( FBitSet( gl_vsync->flags, FCVAR_CHANGED ))
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else if( FBitSet( gl_vsync.flags, FCVAR_CHANGED ))
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{
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ClearBits( gl_vsync->flags, FCVAR_CHANGED );
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ClearBits( gl_vsync.flags, FCVAR_CHANGED );
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if( SDL_GL_SetSwapInterval( gl_vsync->value ) )
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if( SDL_GL_SetSwapInterval( gl_vsync.value ) )
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Con_Reportf( S_ERROR "SDL_GL_SetSwapInterval: %s\n", SDL_GetError( ) );
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}
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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@ -676,7 +676,7 @@ qboolean VID_CreateWindow( int width, int height, qboolean fullscreen )
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glw_state.safe++;
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if( !gl_msaa_samples->value && glw_state.safe == SAFE_NOMSAA )
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if( !gl_msaa_samples.value && glw_state.safe == SAFE_NOMSAA )
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glw_state.safe++; // no need to skip msaa, if we already disabled it
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GL_SetupAttributes(); // re-choose attributes
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@ -816,7 +816,7 @@ qboolean VID_CreateWindow( int width, int height, qboolean fullscreen )
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glw_state.safe++;
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if( !gl_msaa_samples->value && glw_state.safe == SAFE_NOMSAA )
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if( !gl_msaa_samples.value && glw_state.safe == SAFE_NOMSAA )
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glw_state.safe++; // no need to skip msaa, if we already disabled it
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GL_SetupAttributes(); // re-choose attributes
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@ -1131,7 +1131,7 @@ qboolean VID_SetMode( void )
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else
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ClearBits( vid_fullscreen.flags, FCVAR_CHANGED );
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SetBits( gl_vsync->flags, FCVAR_CHANGED );
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SetBits( gl_vsync.flags, FCVAR_CHANGED );
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if(( err = R_ChangeDisplaySettings( iScreenWidth, iScreenHeight, vid_fullscreen.value )) == rserr_ok )
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{
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@ -627,7 +627,7 @@ typedef int (*REFAPI)( int version, ref_interface_t *pFunctionTable, ref_api_t*
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#define DECLARE_ENGINE_SHARED_CVAR( x, y ) extern cvar_t *x;
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#define RETRIEVE_ENGINE_SHARED_CVAR( x, y ) \
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if(!( x = gEngfuncs.pfnGetCvarPointer( #y, 0 ) )) \
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gEngfuncs.Host_Error( S_ERROR "engine betrayed us and didn't gave us %s cvar pointer\n", #y );
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gEngfuncs.Host_Error( S_ERROR "engine didn't gave us %s cvar pointer\n", #y );
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#define ENGINE_SHARED_CVAR_NAME( f, x, y ) f( x, y )
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#define ENGINE_SHARED_CVAR( f, x ) ENGINE_SHARED_CVAR_NAME( f, x, x )
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@ -638,7 +638,7 @@ typedef int (*REFAPI)( int version, ref_interface_t *pFunctionTable, ref_api_t*
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#define ENGINE_SHARED_CVAR_LIST( f ) \
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ENGINE_SHARED_CVAR_NAME( f, vid_gamma, gamma ) \
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ENGINE_SHARED_CVAR_NAME( f, vid_brightness, brightness ) \
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ENGINE_SHARED_CVAR_NAME( f, gl_showtextures, r_showtextures ) \
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ENGINE_SHARED_CVAR( f, r_showtextures ) \
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ENGINE_SHARED_CVAR( f, r_speeds ) \
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ENGINE_SHARED_CVAR( f, r_fullbright ) \
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ENGINE_SHARED_CVAR( f, r_norefresh ) \
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@ -611,7 +611,7 @@ void R_ShowTextures( void )
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static qboolean showHelp = true;
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string shortname;
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if( !CVAR_TO_BOOL( gl_showtextures ))
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if( !r_showtextures->value )
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return;
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if( showHelp )
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@ -629,8 +629,8 @@ void R_ShowTextures( void )
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rebuild_page:
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total = base_w * base_h;
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start = total * (gl_showtextures->value - 1);
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end = total * gl_showtextures->value;
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start = total * (r_showtextures->value - 1);
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end = total * r_showtextures->value;
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if( end > MAX_TEXTURES ) end = MAX_TEXTURES;
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w = gpGlobals->width / base_w;
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@ -645,10 +645,10 @@ rebuild_page:
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if( pglIsTexture( image->texnum )) j++;
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}
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if( i == MAX_TEXTURES && gl_showtextures->value != 1 )
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if( i == MAX_TEXTURES && r_showtextures->value != 1 )
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{
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// bad case, rewind to one and try again
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gEngfuncs.Cvar_SetValue( "r_showtextures", Q_max( 1, gl_showtextures->value - 1 ));
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gEngfuncs.Cvar_SetValue( "r_showtextures", Q_max( 1, r_showtextures->value - 1 ));
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if( ++numTries < 2 ) goto rebuild_page; // to prevent infinite loop
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}
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@ -736,7 +736,6 @@ extern cvar_t *r_lighting_ambient;
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extern cvar_t *r_studio_lambert;
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extern cvar_t *r_detailtextures;
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extern cvar_t *r_drawentities;
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extern cvar_t *r_decals;
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extern cvar_t *r_novis;
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extern cvar_t *r_nocull;
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extern cvar_t *r_lockpvs;
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||||
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|
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@ -25,8 +25,6 @@ cvar_t *r_lighting_extended;
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cvar_t *r_lighting_modulate;
|
||||
cvar_t *r_lighting_ambient;
|
||||
cvar_t *r_detailtextures;
|
||||
cvar_t *r_adjust_fov;
|
||||
cvar_t *r_decals;
|
||||
cvar_t *r_novis;
|
||||
cvar_t *r_nocull;
|
||||
cvar_t *r_lockpvs;
|
||||
|
|
|
@ -1103,7 +1103,6 @@ extern cvar_t *sw_stipplealpha;
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|||
extern cvar_t *sw_surfcacheoverride;
|
||||
extern cvar_t *sw_waterwarp;
|
||||
extern cvar_t *sw_texfilt;
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||||
extern cvar_t *r_decals;
|
||||
extern cvar_t *r_traceglow;
|
||||
extern cvar_t *sw_notransbrushes;
|
||||
extern cvar_t *sw_noalphabrushes;
|
||||
|
|
Loading…
Add table
Reference in a new issue