More cleanups.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-05-14 01:22:58 +00:00
parent 924cdf917d
commit 56f76e8192
5 changed files with 293 additions and 343 deletions

View file

@ -114,23 +114,21 @@ R_Init_Cvars (void)
"Sets the position of the crosshair on the Y-axis.");
cl_verstring = Cvar_Get ("cl_verstring", PROGRAM " " VERSION, CVAR_NONE,
NULL, "Client version string");
crosshair =
Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, NULL,
"Crosshair type. 0 off, 1 old without color, 2 new with colors");
crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, NULL, "Crosshair "
"type. 0 off, 1 old white, 2 new with colors");
crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, NULL,
"Color of the new crosshair");
d_mipcap = Cvar_Get ("d_mipcap", "0", CVAR_NONE, NULL,
"Detail level. 0 is highest, 3 is lowest.");
d_mipscale =
Cvar_Get ("d_mipscale", "1", CVAR_NONE, NULL,
"Detail level of objects. 0 is highest, 3 is lowest");
d_mipscale = Cvar_Get ("d_mipscale", "1", CVAR_NONE, NULL, "Detail level "
"of objects. 0 is highest, 3 is lowest");
d_subdiv16 = Cvar_Get ("d_subdiv16", "1", CVAR_NONE, NULL,
"Set to enable extreme perspective correction");
gl_affinemodels =
Cvar_Get ("gl_affinemodels", "0", CVAR_NONE, NULL,
"Makes texture rendering quality better if set to 1");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL,
"Set to 1 to make background black. Useful for removing HOM effect");
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_NONE, NULL,
"Makes texture rendering quality better if "
"set to 1");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL, "Set to 1 to make "
"background black. Useful for removing HOM effect");
gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE, NULL,
"alpha value for the console background");
gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, NULL,
@ -138,15 +136,14 @@ R_Init_Cvars (void)
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
"whether slide the console or stretch it");
gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE, NULL, "None");
gl_dlight_lightmap =
Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE, NULL,
"Set to 1 for high quality dynamic lighting.");
gl_dlight_polyblend =
Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE, NULL,
"Set to 1 to use a dynamic light effect faster on GL");
gl_dlight_smooth =
Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
"Smooth dynamic vertex lighting");
gl_dlight_lightmap = Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE,
NULL, "Set to 1 for high quality dynamic "
"lighting.");
gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
NULL, "Set to 1 to use a dynamic light "
"effect faster on GL");
gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
"Smooth dynamic vertex lighting");
gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE, NULL,
"Toggles fullbright color support for bmodels");
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, NULL,
@ -154,37 +151,43 @@ R_Init_Cvars (void)
"This is very handy, but costs me 2 FPS.. (=:]");
gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE, NULL,
"Toggles lavaball and rocket fireballs");
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE, NULL, "None");
gl_lightmap_components =
Cvar_Get ("gl_lightmap_components", "4", CVAR_ROM, NULL,
"Lightmap texture components. 1 is greyscale, 3 is RGB, 4 is RGBA.");
gl_lightmode =
Cvar_Get ("gl_lightmode", "1", CVAR_ARCHIVE, gl_lightmode_callback,
"Lighting mode (0 = GLQuake style, 1 = new style)");
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE, NULL,
"Set to 0 to turn off colinear vertexes "
"upon level load");
gl_lightmap_components = Cvar_Get ("gl_lightmap_components", "4", CVAR_ROM,
NULL, "Lightmap texture components. 1 "
"is greyscale, 3 is RGB, 4 is RGBA.");
gl_lightmode = Cvar_Get ("gl_lightmode", "0", CVAR_ARCHIVE,
gl_lightmode_callback, "Lighting mode (0 = "
"GLQuake style, 1 = new style)");
gl_max_size = Cvar_Get ("gl_max_size", "1024", CVAR_NONE, NULL,
"Texture dimension");
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, NULL,
"Set to 1, turns off all player colors");
gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL,
"Dimensions of displayed textures. 0 is normal, 1 is half, 2 is 1/4");
gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL, "Dimensions of "
"textures. 0 is normal, 1 is half, 2 is 1/4");
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, NULL,
"Detail of player skins. 0 best, 4 worst.");
gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE, NULL, "None");
gl_sky_clip =
Cvar_Get ("gl_sky_clip", "0", CVAR_ARCHIVE, NULL,
"controls whether sky is drawn first (0) or later (1)");
gl_sky_divide =
Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
"subdivide sky polys");
gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE,
NULL, "None");
gl_sky_clip = Cvar_Get ("gl_sky_clip", "0", CVAR_ARCHIVE, NULL,
"controls amount of sky overdraw");
gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
"subdivide sky polys");
gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_NONE, NULL,
"controls wether the skydome is single or double pass");
gl_smoothmodels = Cvar_Get ("gl_smoothmodels", "1", CVAR_NONE, NULL, "None");
"controls wether the skydome is single or "
"double pass");
gl_smoothmodels = Cvar_Get ("gl_smoothmodels", "1", CVAR_NONE, NULL,
"None");
gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, NULL, "None");
gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL, "Set to 1 by default. Fixes status bar flicker on some hardware");
gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL,
"Set to 1 by default. Fixes status bar "
"flicker on some hardware");
r_aliasstats = Cvar_Get ("r_polymodelstats", "0", CVAR_NONE, NULL, "None");
r_aliastransadj = Cvar_Get ("r_aliastransadj", "100", CVAR_NONE, NULL, "None");
r_aliastransbase = Cvar_Get ("r_aliastransbase", "200", CVAR_NONE, NULL, "None");
r_aliastransadj = Cvar_Get ("r_aliastransadj", "100", CVAR_NONE, NULL,
"None");
r_aliastransbase = Cvar_Get ("r_aliastransbase", "200", CVAR_NONE, NULL,
"None");
r_ambient = Cvar_Get ("r_ambient", "0", CVAR_NONE, NULL, "None");
r_clearcolor = Cvar_Get ("r_clearcolor", "2", CVAR_NONE, NULL, "None");
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, NULL, "None");
@ -204,24 +207,39 @@ R_Init_Cvars (void)
r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, NULL, "None");
r_numedges = Cvar_Get ("r_numedges", "0", CVAR_NONE, NULL, "None");
r_numsurfs = Cvar_Get ("r_numsurfs", "0", CVAR_NONE, NULL, "None");
r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, NULL, "whether or not to draw particles");
r_reportedgeout = Cvar_Get ("r_reportedgeout", "0", CVAR_NONE, NULL, "None");
r_reportsurfout = Cvar_Get ("r_reportsurfout", "0", CVAR_NONE, NULL, "None");
r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, NULL,
"whether or not to draw particles");
r_reportedgeout = Cvar_Get ("r_reportedgeout", "0", CVAR_NONE, NULL,
"None");
r_reportsurfout = Cvar_Get ("r_reportsurfout", "0", CVAR_NONE, NULL,
"None");
r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE, NULL, "None");
r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, NULL, "name of the current skybox");
r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, NULL,
"name of the current skybox");
r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, NULL, "None");
r_timegraph = Cvar_Get ("r_timegraph", "0", CVAR_NONE, NULL, "None");
r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, NULL, "None");
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, NULL, "None");
r_waterwarp = Cvar_Get ("r_waterwarp", "1", CVAR_NONE, NULL, "None");
scr_centertime = Cvar_Get ("scr_centertime", "2", CVAR_NONE, NULL, "How long in seconds the screen hints are displayed on the screen");
scr_consize = Cvar_Get ("scr_consize", "0.5", CVAR_ARCHIVE, NULL, "fraction of the screen the console covers when down");
scr_conspeed = Cvar_Get ("scr_conspeed", "300", CVAR_NONE, NULL, "How quickly in the console screen scrolls up and down");
scr_fov = Cvar_Get ("fov", "90", CVAR_NONE, NULL, "field of view. 90 is normal, smaller numbers zoom");
scr_printspeed = Cvar_Get ("scr_printspeed", "8", CVAR_NONE, NULL, "How fast the text is displayed at the end of the single player episodes");
scr_showpause = Cvar_Get ("showpause", "1", CVAR_NONE, NULL, "Toggles display of pause graphic");
scr_showram = Cvar_Get ("showram", "1", CVAR_NONE, NULL, "Show ram icon when low on ram in game");
scr_showturtle = Cvar_Get ("showturtle", "0", CVAR_NONE, NULL, "Show turtle icon when fps is lower than 10");
scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE, NULL, "Set the screen size 30 minimum, 120 maximum");
scr_centertime = Cvar_Get ("scr_centertime", "2", CVAR_NONE, NULL,
"How long in seconds the screen hints are "
"displayed on the screen");
scr_consize = Cvar_Get ("scr_consize", "0.5", CVAR_ARCHIVE, NULL,
"fraction of the screen the console covers when "
"down");
scr_conspeed = Cvar_Get ("scr_conspeed", "300", CVAR_NONE, NULL, "How "
"quickly the console screen scrolls up and down");
scr_fov = Cvar_Get ("fov", "90", CVAR_NONE, NULL, "field of view. 90 is "
"normal, smaller numbers zoom");
scr_printspeed = Cvar_Get ("scr_printspeed", "8", CVAR_NONE, NULL,
"How fast the text is displayed at the end of "
"the single player episodes");
scr_showpause = Cvar_Get ("showpause", "1", CVAR_NONE, NULL,
"Toggles display of pause graphic");
scr_showram = Cvar_Get ("showram", "1", CVAR_NONE, NULL,
"Show ram icon when low on ram in game");
scr_showturtle = Cvar_Get ("showturtle", "0", CVAR_NONE, NULL,
"Show turtle icon when fps is lower than 10");
scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE, NULL,
"Set the screen size 30 minimum, 120 maximum");
}

View file

@ -31,6 +31,7 @@
#endif
#include "QF/cmd.h"
#include "QF/compat.h"
#include "QF/console.h"
#include "QF/draw.h"
#include "QF/msg.h"
@ -51,6 +52,10 @@ when crossing a water boudnary.
*/
extern cvar_t *cl_cshift_bonus;
extern cvar_t *cl_cshift_contents;
extern cvar_t *cl_cshift_damage;
cvar_t *scr_ofsx;
cvar_t *scr_ofsy;
cvar_t *scr_ofsz;
@ -65,8 +70,6 @@ cvar_t *cl_bobup;
cvar_t *v_centermove;
cvar_t *v_centerspeed;
cvar_t *v_gamma;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
@ -90,14 +93,18 @@ cvar_t *gl_cshiftpercent;
cvar_t *brightness;
cvar_t *contrast;
byte gammatable[256]; // palette is sent through this
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern cvar_t *vid_gamma;
extern int in_forward, in_forward2, in_back;
cshift_t cshift_empty = { {130, 80, 50}, 0};
cshift_t cshift_water = { {130, 80, 50}, 128};
cshift_t cshift_slime = { {0, 25, 5}, 150};
cshift_t cshift_lava = { {255, 80, 0}, 150};
cshift_t cshift_bonus = { {215, 186, 60}, 50};
float
V_CalcBob (void)
@ -225,23 +232,6 @@ V_DriftPitch (void)
*/
cshift_t cshift_empty = { {130, 80, 50}
, 0
};
cshift_t cshift_water = { {130, 80, 50}
, 128
};
cshift_t cshift_slime = { {0, 25, 5}
, 150
};
cshift_t cshift_lava = { {255, 80, 0}
, 150
};
qboolean
V_CheckGamma (void)
{
@ -283,30 +273,31 @@ V_ParseDamage (void)
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
cl.cshifts[CSHIFT_DAMAGE].percent = 150;
if (cl_cshift_damage->int_val) {
// || (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) &
// INFO_CSHIFT_DAMAGE)) {
cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
cl.cshifts[CSHIFT_DAMAGE].percent =
bound (0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
if (armor > blood) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
} else if (armor) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
} else {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
if (armor > blood) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
} else if (armor) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
} else {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
}
// calculate view angle kicks
ent = &cl_entities[cl.viewentity];
VectorSubtract (from, ent->origin, from);
VectorNormalize (from);
@ -340,10 +331,10 @@ V_cshift_f (void)
void
V_BonusFlash_f (void)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
cl.cshifts[CSHIFT_BONUS].percent = 50;
if (!cl_cshift_bonus->int_val)
// && !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_BONUS))
return;
cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
}
@ -355,18 +346,24 @@ V_BonusFlash_f (void)
void
V_SetContentsColor (int contents)
{
if (!cl_cshift_contents->int_val) {
// && !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_CONTENTS)) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return;
}
switch (contents) {
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SLIME:
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}