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o Default cl_gammaramp to 1
o Default cl_labelmaps to 1 o Added a cvar lock of gl_max_size to 256 git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@331 67975925-1194-0748-b3d5-c16f83f1a3a1
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2 changed files with 6 additions and 3 deletions
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@ -207,8 +207,8 @@ void CHud :: Init( void )
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cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
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CVAR_CREATE( "cl_showspeed", "0", 0);
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CVAR_CREATE( kvLabelMaps, "0", FCVAR_ARCHIVE);
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CVAR_CREATE( kvGammaRamp, "0", FCVAR_ARCHIVE);
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CVAR_CREATE( kvLabelMaps, "1", FCVAR_ARCHIVE);
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CVAR_CREATE( kvGammaRamp, "1", FCVAR_ARCHIVE);
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m_pSpriteList = NULL;
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@ -261,6 +261,7 @@ cvar_t *gl_d3dflip = NULL;
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cvar_t *s_show = NULL;
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cvar_t *lightgamma = NULL;
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cvar_t *r_detailtextures = NULL;
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cvar_t *gl_max_size = NULL;
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const AvHMapExtents& GetMapExtents()
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{
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@ -1818,7 +1819,7 @@ bool AvHHud::SetGamma(float inSlope)
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sGameGammaTable.ProcessSlope(theGammaToTry);
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// tankefugl: fakes a successful gamma ramp change if cl_gammaramp is set to 0
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if((CVAR_GET_FLOAT(kvGammaRamp) == 0) || sGameGammaTable.InitializeToVideoState())
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if((CVAR_GET_FLOAT(kvDisableGammaRamp) == 1) || sGameGammaTable.InitializeToVideoState())
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{
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// Tell UI components so they can change shading to look the same
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this->GetManager().NotifyGammaChange(theGammaToTry);
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@ -3676,6 +3677,7 @@ void AvHHud::Init(void)
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s_show = gEngfuncs.pfnGetCvarPointer("s_show");
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lightgamma = gEngfuncs.pfnGetCvarPointer("lightgamma");
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r_detailtextures = gEngfuncs.pfnGetCvarPointer("r_detailtextures");
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gl_max_size = gEngfuncs.pfnGetCvarPointer("gl_max_size");
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}
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// This gives the HUD a chance to draw after the VGUI. A component must allow itself to be hooked by calling this function
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@ -4654,6 +4656,7 @@ void AvHHud::UpdateExploitPrevention()
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FORCE_CVAR(gl_d3dflip, 1.0f);
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FORCE_CVAR(s_show, 0.0f);
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FORCE_CVAR(r_detailtextures, 0.0f);
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FORCE_CVAR(gl_max_size, 256.0f);
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if(lightgamma && lightgamma->value < 2.0)
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lightgamma->value = 2.0f;
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