And hack in support for worldspawn's _skyfog key for compat with QS.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5410 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -611,6 +611,7 @@ extern cvar_t r_waterwarp;
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extern cvar_t r_fullbright;
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extern cvar_t r_lightmap;
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extern cvar_t r_glsl_offsetmapping;
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extern cvar_t r_skyfog; //additional fog alpha on sky
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extern cvar_t r_shadow_playershadows;
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extern cvar_t r_shadow_realtime_dlight, r_shadow_realtime_dlight_shadows;
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extern cvar_t r_shadow_realtime_dlight_ambient;
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@ -203,6 +203,7 @@ cvar_t r_wallcolour = CVARAF ("r_wallcolour", "128 128 128",
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"r_wallcolor", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM);//FIXME: broken
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//cvar_t r_walltexture = CVARF ("r_walltexture", "",
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// CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); //FIXME: broken
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cvar_t r_skyfog = CVARD ("r_skyfog", "0.5", "This controls an alpha-blend value for fog on skyboxes, cumulative with regular fog alpha.");
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cvar_t r_wateralpha = CVARF ("r_wateralpha", "1",
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CVAR_ARCHIVE | CVAR_SHADERSYSTEM);
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cvar_t r_lavaalpha = CVARF ("r_lavaalpha", "",
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@ -842,6 +843,7 @@ void Renderer_Init(void)
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Cvar_Register (&r_mirroralpha, GLRENDEREROPTIONS);
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Cvar_Register (&r_softwarebanding_cvar, GRAPHICALNICETIES);
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Cvar_Register (&r_skyfog, GRAPHICALNICETIES);
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Cvar_Register (&r_skyboxname, GRAPHICALNICETIES);
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Cmd_AddCommand("sky", R_ForceSky_f); //QS compat
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Cmd_AddCommand("loadsky", R_ForceSky_f);//DP compat
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@ -838,6 +838,8 @@ void Mod_ParseInfoFromEntityLump(model_t *wmodel) //actually, this should be in
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Q_strncatz(wads, token, sizeof(wads)); //cache it for later (so that we don't play with any temp memory yet)
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#endif
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}
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else if (!strcmp("skyfog", key)) //override cvars so mappers don't end up hacking cvars and fucking over configs (at least in other engines).
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Cvar_LockFromServer(&r_skyfog, token);
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else if (!strcmp("fog", key) || !strcmp("airfog", key)) //q1 extension. FIXME: should be made temporary.
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{
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key[0] = 'f';
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