Some cvar cleanup

This commit is contained in:
Joseph Carter 2000-04-30 03:48:09 +00:00
parent e8527094b4
commit 126461f4ab
1 changed files with 65 additions and 37 deletions

View File

@ -195,62 +195,90 @@ void R_Init (void)
Cmd_AddCommand ("envmap", R_Envmap_f);
Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
r_norefresh = Cvar_Get ("r_norefresh","0",0,"None");
r_lightmap = Cvar_Get ("r_lightmap","0",0,"None");
r_fullbright = Cvar_Get ("r_fullbright","0",0,
r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE,
"None");
r_lightmap = Cvar_Get ("r_lightmap", "0", CVAR_NONE,
"None");
r_fullbright = Cvar_Get ("r_fullbright", "0", CVAR_NONE,
"Toggles whether light shading is in effect");
r_drawentities = Cvar_Get ("r_drawentities","1",0,
"Toggles drawing of doors, monsters, etc");
r_drawviewmodel = Cvar_Get ("r_drawviewmodel","1",0,
"Toggles drawing of your weapon");
r_shadows = Cvar_Get ("r_shadows","0",0,"None");
r_wateralpha = Cvar_Get ("r_wateralpha","1",0,"None");
r_dynamic = Cvar_Get ("r_dynamic","1",0,"Toggles dynamic lighting");
r_novis = Cvar_Get ("r_novis","0",0,"None");
r_speeds = Cvar_Get ("r_speeds","0",0,
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE,
"Toggles drawing of doors, monsters, etc");
r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_NONE,
"Toggles drawing of your weapon");
r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE,
"None");
r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE,
"Alpha value for water textures, valid range is "
"between 0 and 1. Leave it at 1 unless you have "
"maps which are vis'd for wateralpha.");
r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE,
"Toggles dynamic lighting");
r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE,
"Toggles whether or not to ignore vis information. "
"Leave it at 0 to avoid a nasty FPS hit.");
r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE,
"Toggles display of drawing time");
#ifdef QUAKEWORLD
r_netgraph = Cvar_Get ("r_netgraph","0",0,"Toggles the netgraph");
r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_NONE,
"Toggles the netgraph");
#endif /* QUAKEWORLD */
r_fog = Cvar_Get ("r_fog","0",0,"None");
r_waterwarp = Cvar_Get ("r_waterwarp","0",0,
r_fog = Cvar_Get ("r_fog", "0", CVAR_NONE,
"The amount og global fog to apply. Values larger "
"than 0.0005 don't look very good.");
r_waterwarp = Cvar_Get ("r_waterwarp", "0", CVAR_NONE,
"Toggles whether surfaces are warped when in a liquid");
r_volfog = Cvar_Get ("r_volfog","0",0,"None");
r_waterripple = Cvar_Get ("r_waterripple","0",0,"None");
r_clearcolor = Cvar_Get ("r_clearcolor","2",0,"None");
r_sky = Cvar_Get ("r_sky", "0", CVAR_NONE, "Toggles skyboxes");
r_volfog = Cvar_Get ("r_volfog", "0", CVAR_NONE,
"volumetric fog - don't use this yet");
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE,
"The amount of ripple to add to liquid surfaces, "
"values of 5 to 8 or so seem to work well, works "
"best with maps which are vised for wateralpha");
r_clearcolor = Cvar_Get ("r_clearcolor", "2", 0,
"this is the color of \"void space\"");
r_sky = Cvar_Get ("r_sky", "0", CVAR_NONE,
"Toggles skyboxes");
r_skyname = Cvar_Get ("r_skyname", "sky", CVAR_NONE,
"Sets the name of the current skybox");
"Sets the name of the current skybox");
gl_clear = Cvar_Get ("gl_clear","0",0,"None");
gl_texsort = Cvar_Get ("gl_texsort","1",0,"None");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE,
"Toggles whether or not to clear void space");
gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE,
"None");
if (gl_mtexable)
gl_texsort->value = 0.0;
Cvar_Set (gl_texsort, "0");
gl_cull = Cvar_Get ("gl_cull","1",0,"None");
gl_smoothmodels = Cvar_Get ("gl_smoothmodels","1",0,"None");
gl_affinemodels = Cvar_Get ("gl_affinemodels","0",0,"None");
gl_polyblend = Cvar_Get ("gl_polyblend","1",0,"None");
gl_flashblend = Cvar_Get ("gl_flashblend","1",0,"None");
gl_playermip = Cvar_Get ("gl_playermip","0",0,"None");
gl_nocolors = Cvar_Get ("gl_nocolors","0",0,"None");
gl_finish = Cvar_Get ("gl_finish","0",0,"None");
gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE,
"None");
gl_smoothmodels = Cvar_Get ("gl_smoothmodels", "1", CVAR_NONE,
"None");
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_NONE,
"None");
gl_polyblend = Cvar_Get ("gl_polyblend", "1", CVAR_NONE,
"None");
gl_flashblend = Cvar_Get ("gl_flashblend", "1", CVAR_NONE,
"Toggles whether or not to use flashblend effect "
"for dynamic lights. Turning this off looks very "
"cool, but can cost a few FPS for the effect");
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE,
"None");
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE,
"None");
gl_finish = Cvar_Get ("gl_finish", "0", CVAR_NONE,
"None");
gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE,
"Toggles and sets the size of particles");
gl_fires = Cvar_Get ("gl_fires", "1", CVAR_ARCHIVE,
"Toggles lavaball and rocket fireballs");
#ifdef QUAKEWORLD
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions","1",0,"None");
#else
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions","0",0,"None");
#endif
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE,
"None");
R_InitBubble();
gl_doubleeyes = Cvar_Get ("gl_doubleeyes","1",CVAR_ARCHIVE,"None");
gl_doubleeyes = Cvar_Get ("gl_doubleeyes", "1", CVAR_ARCHIVE,
"None");
R_InitParticles ();
R_InitParticleTexture ();