gl_part_flame should be registered under a SW-only build (it's not really a SW-only option...)
few more minor fixes git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1455 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 3 additions and 4 deletions
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@ -25,7 +25,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern cvar_t cl_predict_players;
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extern cvar_t cl_predict_players2;
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extern cvar_t cl_solid_players;
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extern cvar_t gl_part_inferno;
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extern cvar_t cl_item_bobbing;
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extern cvar_t r_rocketlight;
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@ -118,8 +118,8 @@ vec3_t r_pright, r_pup, r_ppn;
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extern cvar_t r_bouncysparks;
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extern cvar_t r_part_rain;
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extern cvar_t gl_part_explosionheart, gl_part_emp;
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extern cvar_t r_bloodstains;
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extern cvar_t gl_part_flame;
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cvar_t r_particlesdesc = {"r_particlesdesc", "spikeset", NULL, CVAR_LATCH|CVAR_SEMICHEAT};
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@ -1241,6 +1241,8 @@ void P_InitParticles (void)
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Cvar_Register(&r_part_beams_textured, particlecvargroupname);
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Cvar_Register(&r_part_contentswitch, particlecvargroupname);
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Cvar_Register (&gl_part_flame, particlecvargroupname);
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pt_explosion = P_AllocateParticleType("te_explosion");
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pt_pointfile = P_AllocateParticleType("pe_pointfile");
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pt_entityparticles = P_AllocateParticleType("ef_entityparticles");
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@ -273,8 +273,6 @@ void GLRenderer_Init(void)
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Cvar_Register (&r_shadow_realtime_world, GLRENDEREROPTIONS);
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Cvar_Register (&r_shadow_realtime_world_lightmaps, GLRENDEREROPTIONS);
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Cvar_Register (&gl_part_flame, GRAPHICALNICETIES);
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Cvar_Register (&gl_keeptjunctions, GLRENDEREROPTIONS);
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Cvar_Register (&gl_reporttjunctions, GLRENDEREROPTIONS);
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