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https://git.code.sf.net/p/quake/newtree
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Backport Cvar callbacks to newtree. Software gamma still doesn't work in
GL, and I still don't know exactly why.
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75089e506e
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57 changed files with 420 additions and 447 deletions
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@ -80,6 +80,8 @@ extern int in_forward, in_forward2, in_back;
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frame_t *view_frame;
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player_state_t *view_message;
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void BuildGammaTable (float, float);
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/*
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V_CalcRoll
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*/
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@ -258,10 +260,8 @@ cshift_t cshift_water = { {130, 80, 50}, 128 };
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cshift_t cshift_slime = { {0, 25, 5}, 150 };
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cshift_t cshift_lava = { {255, 80, 0}, 150 };
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cvar_t *brightness;
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cvar_t *contrast;
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byte gammatable[256]; // palette is sent through this
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extern byte gammatable[256]; // palette is sent through this
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extern cvar_t *vid_gamma;
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/*
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V_CheckGamma
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@ -271,10 +271,13 @@ V_CheckGamma (void)
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{
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static float oldgamma;
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if (oldgamma == vid_gamma->value)
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return false;
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oldgamma = vid_gamma->value;
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VID_UpdateGamma (vid_gamma);
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if (vid_gamma) { // might get called before vid_gamma gets set
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if (oldgamma == vid_gamma->value)
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return false;
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oldgamma = vid_gamma->value;
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}
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vid.recalc_refdef = 1; // force a surface cache flush
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return true;
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@ -735,26 +738,43 @@ V_Init (void)
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void
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V_Init_Cvars (void)
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{
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v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, "How far the player must move forward before the view re-centers");
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v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, "How quickly you return to a center view after a lookup or lookdown");
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v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, NULL,
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"How far the player must move forward before the view re-centers");
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v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, NULL,
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"How quickly you return to a center view after a lookup or lookdown");
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v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
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v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, "How quickly you tilt right and left when v_idlescale is enabled");
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v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, "How quickly you lean forwards and backwards when v_idlescale is enabled");
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v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
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v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, "How far you tilt right and left when v_idlescale is enabled");
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v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, "How far you lean forwards and backwards when v_idlescale is enabled");
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v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, NULL,
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"How far you tilt right and left when v_idlescale is enabled");
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v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, NULL,
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"How quickly you tilt right and left when v_idlescale is enabled");
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v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, NULL,
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"How quickly you lean forwards and backwards when v_idlescale is enabled");
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v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, NULL,
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"How far you tilt right and left when v_idlescale is enabled");
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v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, NULL,
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"How far you tilt right and left when v_idlescale is enabled");
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v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, NULL,
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"How far you lean forwards and backwards when v_idlescale is enabled");
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v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, "Toggles whether the view remains idle");
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v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, NULL,
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"Toggles whether the view remains idle");
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cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, "How quickly you straighten out after strafing");
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cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, "How much your screen tilts when strafing");
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cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, NULL,
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"How quickly you straighten out after strafing");
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cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL,
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"How much your screen tilts when strafing");
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cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, "How much your weapon moves up and down when walking");
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cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, "How quickly your weapon moves up and down when walking");
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cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, "How long your weapon stays up before cycling when walking");
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cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, NULL,
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"How much your weapon moves up and down when walking");
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cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, NULL,
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"How quickly your weapon moves up and down when walking");
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cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, NULL,
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"How long your weapon stays up before cycling when walking");
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v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, "How long the kick from an attack lasts");
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v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, "How much you lean when hit");
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v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, "How much you look up when hit");
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v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, NULL,
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"How long the kick from an attack lasts");
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v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, NULL,
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"How much you lean when hit");
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v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL,
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"How much you look up when hit");
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}
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