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https://git.code.sf.net/p/quake/newtree
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the big cvar value -> int_val audit. seems to work ok
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parent
4478b82af4
commit
2682888425
50 changed files with 332 additions and 332 deletions
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@ -573,7 +573,7 @@ static void R_DrawAliasModel (entity_t *e)
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if (!strcmp(clmodel->name, "progs/player.mdl"))
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{
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shadelight = max(shadelight, 8);
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} else if (!gl_fb_models->value && (
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} else if (!gl_fb_models->int_val && (
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!strcmp (clmodel->name, "progs/flame.mdl") ||
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!strcmp (clmodel->name, "progs/flame2.mdl"))) {
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// HACK HACK HACK -- no fullbright colors, so make torches full light
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@ -620,7 +620,7 @@ static void R_DrawAliasModel (entity_t *e)
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// we can't dynamically colormap textures, so they are cached
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// seperately for the players. Heads are just uncolored.
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if (currententity->scoreboard && !gl_nocolors->value)
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if (currententity->scoreboard && !gl_nocolors->int_val)
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{
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i = currententity->scoreboard - cl.players;
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if (!currententity->scoreboard->skin)
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@ -632,24 +632,24 @@ static void R_DrawAliasModel (entity_t *e)
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glBindTexture (GL_TEXTURE_2D, playertextures + i);
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}
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if (gl_affinemodels->value)
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if (gl_affinemodels->int_val)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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R_SetupAliasFrame (currententity->frame, paliashdr, false);
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// This block is GL fullbright support for objects...
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if (clmodel->hasfullbrights && gl_fb_models->value &&
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if (clmodel->hasfullbrights && gl_fb_models->int_val &&
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paliashdr->gl_fb_texturenum[currententity->skinnum][anim]) {
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glBindTexture (GL_TEXTURE_2D, paliashdr->gl_fb_texturenum[currententity->skinnum][anim]);
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R_SetupAliasFrame (currententity->frame, paliashdr, true);
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}
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if (gl_affinemodels->value)
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if (gl_affinemodels->int_val)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glPopMatrix ();
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if (r_shadows->value)
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if (r_shadows->int_val)
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{
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glPushMatrix ();
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R_RotateForEntity (e);
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@ -674,7 +674,7 @@ static void R_DrawEntitiesOnList (void)
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{
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int i;
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if (!r_drawentities->value)
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if (!r_drawentities->int_val)
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return;
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// LordHavoc: split into 3 loops to simplify state changes
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@ -717,10 +717,10 @@ R_DrawViewModel
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static void R_DrawViewModel (void)
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{
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currententity = &cl.viewent;
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if (!r_drawviewmodel->value
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if (!r_drawviewmodel->int_val
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|| !Cam_DrawViewModel()
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|| envmap
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|| !r_drawentities->value
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|| !r_drawentities->int_val
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|| (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
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|| cl.stats[STAT_HEALTH] <= 0
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|| !currententity->model)
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@ -899,7 +899,7 @@ static void R_SetupGL (void)
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//
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// set drawing parms
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//
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if (gl_cull->value)
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if (gl_cull->int_val)
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glEnable (GL_CULL_FACE);
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else
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glDisable (GL_CULL_FACE);
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@ -907,7 +907,7 @@ static void R_SetupGL (void)
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glDisable (GL_ALPHA_TEST);
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glAlphaFunc (GL_GREATER, 0.5);
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glEnable (GL_DEPTH_TEST);
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if (gl_smooth->value)
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if (gl_smooth->int_val)
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glShadeModel (GL_SMOOTH);
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else
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glShadeModel (GL_FLAT);
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@ -949,7 +949,7 @@ R_Clear
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*/
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static void R_Clear (void)
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{
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if (gl_clear->value)
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if (gl_clear->int_val)
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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glClear (GL_DEPTH_BUFFER_BIT);
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@ -969,7 +969,7 @@ r_refdef must be set before the first call
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*/
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void R_RenderView (void)
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{
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if (r_norefresh->value)
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if (r_norefresh->int_val)
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return;
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if (!r_worldentity.model || !cl.worldmodel)
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