mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-06-01 09:02:08 +00:00
More cleanups.
This commit is contained in:
parent
924cdf917d
commit
56f76e8192
5 changed files with 293 additions and 343 deletions
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@ -114,23 +114,21 @@ R_Init_Cvars (void)
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"Sets the position of the crosshair on the Y-axis.");
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cl_verstring = Cvar_Get ("cl_verstring", PROGRAM " " VERSION, CVAR_NONE,
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NULL, "Client version string");
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crosshair =
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Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, NULL,
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"Crosshair type. 0 off, 1 old without color, 2 new with colors");
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crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, NULL, "Crosshair "
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"type. 0 off, 1 old white, 2 new with colors");
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crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, NULL,
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"Color of the new crosshair");
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d_mipcap = Cvar_Get ("d_mipcap", "0", CVAR_NONE, NULL,
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"Detail level. 0 is highest, 3 is lowest.");
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d_mipscale =
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Cvar_Get ("d_mipscale", "1", CVAR_NONE, NULL,
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"Detail level of objects. 0 is highest, 3 is lowest");
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d_mipscale = Cvar_Get ("d_mipscale", "1", CVAR_NONE, NULL, "Detail level "
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"of objects. 0 is highest, 3 is lowest");
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d_subdiv16 = Cvar_Get ("d_subdiv16", "1", CVAR_NONE, NULL,
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"Set to enable extreme perspective correction");
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gl_affinemodels =
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Cvar_Get ("gl_affinemodels", "0", CVAR_NONE, NULL,
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"Makes texture rendering quality better if set to 1");
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gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL,
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"Set to 1 to make background black. Useful for removing HOM effect");
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gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_NONE, NULL,
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"Makes texture rendering quality better if "
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"set to 1");
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gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL, "Set to 1 to make "
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"background black. Useful for removing HOM effect");
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gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE, NULL,
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"alpha value for the console background");
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gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, NULL,
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@ -138,15 +136,14 @@ R_Init_Cvars (void)
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gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
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"whether slide the console or stretch it");
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gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE, NULL, "None");
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gl_dlight_lightmap =
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Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE, NULL,
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"Set to 1 for high quality dynamic lighting.");
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gl_dlight_polyblend =
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Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE, NULL,
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"Set to 1 to use a dynamic light effect faster on GL");
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gl_dlight_smooth =
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Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
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"Smooth dynamic vertex lighting");
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gl_dlight_lightmap = Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE,
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NULL, "Set to 1 for high quality dynamic "
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"lighting.");
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gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
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NULL, "Set to 1 to use a dynamic light "
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"effect faster on GL");
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gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
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"Smooth dynamic vertex lighting");
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gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE, NULL,
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"Toggles fullbright color support for bmodels");
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gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, NULL,
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@ -154,37 +151,43 @@ R_Init_Cvars (void)
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"This is very handy, but costs me 2 FPS.. (=:]");
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gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE, NULL,
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"Toggles lavaball and rocket fireballs");
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE, NULL, "None");
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gl_lightmap_components =
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Cvar_Get ("gl_lightmap_components", "4", CVAR_ROM, NULL,
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"Lightmap texture components. 1 is greyscale, 3 is RGB, 4 is RGBA.");
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gl_lightmode =
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Cvar_Get ("gl_lightmode", "1", CVAR_ARCHIVE, gl_lightmode_callback,
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"Lighting mode (0 = GLQuake style, 1 = new style)");
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE, NULL,
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"Set to 0 to turn off colinear vertexes "
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"upon level load");
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gl_lightmap_components = Cvar_Get ("gl_lightmap_components", "4", CVAR_ROM,
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NULL, "Lightmap texture components. 1 "
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"is greyscale, 3 is RGB, 4 is RGBA.");
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gl_lightmode = Cvar_Get ("gl_lightmode", "0", CVAR_ARCHIVE,
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gl_lightmode_callback, "Lighting mode (0 = "
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"GLQuake style, 1 = new style)");
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gl_max_size = Cvar_Get ("gl_max_size", "1024", CVAR_NONE, NULL,
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"Texture dimension");
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gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, NULL,
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"Set to 1, turns off all player colors");
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gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL,
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"Dimensions of displayed textures. 0 is normal, 1 is half, 2 is 1/4");
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gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL, "Dimensions of "
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"textures. 0 is normal, 1 is half, 2 is 1/4");
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gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, NULL,
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"Detail of player skins. 0 best, 4 worst.");
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gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE, NULL, "None");
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gl_sky_clip =
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Cvar_Get ("gl_sky_clip", "0", CVAR_ARCHIVE, NULL,
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"controls whether sky is drawn first (0) or later (1)");
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gl_sky_divide =
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Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
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"subdivide sky polys");
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gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE,
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NULL, "None");
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gl_sky_clip = Cvar_Get ("gl_sky_clip", "0", CVAR_ARCHIVE, NULL,
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"controls amount of sky overdraw");
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gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
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"subdivide sky polys");
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gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_NONE, NULL,
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"controls wether the skydome is single or double pass");
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gl_smoothmodels = Cvar_Get ("gl_smoothmodels", "1", CVAR_NONE, NULL, "None");
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"controls wether the skydome is single or "
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"double pass");
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gl_smoothmodels = Cvar_Get ("gl_smoothmodels", "1", CVAR_NONE, NULL,
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"None");
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gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, NULL, "None");
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gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL, "Set to 1 by default. Fixes status bar flicker on some hardware");
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gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL,
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"Set to 1 by default. Fixes status bar "
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"flicker on some hardware");
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r_aliasstats = Cvar_Get ("r_polymodelstats", "0", CVAR_NONE, NULL, "None");
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r_aliastransadj = Cvar_Get ("r_aliastransadj", "100", CVAR_NONE, NULL, "None");
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r_aliastransbase = Cvar_Get ("r_aliastransbase", "200", CVAR_NONE, NULL, "None");
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r_aliastransadj = Cvar_Get ("r_aliastransadj", "100", CVAR_NONE, NULL,
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"None");
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r_aliastransbase = Cvar_Get ("r_aliastransbase", "200", CVAR_NONE, NULL,
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"None");
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r_ambient = Cvar_Get ("r_ambient", "0", CVAR_NONE, NULL, "None");
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r_clearcolor = Cvar_Get ("r_clearcolor", "2", CVAR_NONE, NULL, "None");
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r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, NULL, "None");
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@ -204,24 +207,39 @@ R_Init_Cvars (void)
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r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, NULL, "None");
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r_numedges = Cvar_Get ("r_numedges", "0", CVAR_NONE, NULL, "None");
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r_numsurfs = Cvar_Get ("r_numsurfs", "0", CVAR_NONE, NULL, "None");
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r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, NULL, "whether or not to draw particles");
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r_reportedgeout = Cvar_Get ("r_reportedgeout", "0", CVAR_NONE, NULL, "None");
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r_reportsurfout = Cvar_Get ("r_reportsurfout", "0", CVAR_NONE, NULL, "None");
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r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, NULL,
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"whether or not to draw particles");
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r_reportedgeout = Cvar_Get ("r_reportedgeout", "0", CVAR_NONE, NULL,
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"None");
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r_reportsurfout = Cvar_Get ("r_reportsurfout", "0", CVAR_NONE, NULL,
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"None");
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r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE, NULL, "None");
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r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, NULL, "name of the current skybox");
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r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, NULL,
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"name of the current skybox");
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r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, NULL, "None");
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r_timegraph = Cvar_Get ("r_timegraph", "0", CVAR_NONE, NULL, "None");
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r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, NULL, "None");
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r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, NULL, "None");
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r_waterwarp = Cvar_Get ("r_waterwarp", "1", CVAR_NONE, NULL, "None");
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scr_centertime = Cvar_Get ("scr_centertime", "2", CVAR_NONE, NULL, "How long in seconds the screen hints are displayed on the screen");
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scr_consize = Cvar_Get ("scr_consize", "0.5", CVAR_ARCHIVE, NULL, "fraction of the screen the console covers when down");
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scr_conspeed = Cvar_Get ("scr_conspeed", "300", CVAR_NONE, NULL, "How quickly in the console screen scrolls up and down");
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scr_fov = Cvar_Get ("fov", "90", CVAR_NONE, NULL, "field of view. 90 is normal, smaller numbers zoom");
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scr_printspeed = Cvar_Get ("scr_printspeed", "8", CVAR_NONE, NULL, "How fast the text is displayed at the end of the single player episodes");
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scr_showpause = Cvar_Get ("showpause", "1", CVAR_NONE, NULL, "Toggles display of pause graphic");
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scr_showram = Cvar_Get ("showram", "1", CVAR_NONE, NULL, "Show ram icon when low on ram in game");
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scr_showturtle = Cvar_Get ("showturtle", "0", CVAR_NONE, NULL, "Show turtle icon when fps is lower than 10");
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scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE, NULL, "Set the screen size 30 minimum, 120 maximum");
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scr_centertime = Cvar_Get ("scr_centertime", "2", CVAR_NONE, NULL,
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"How long in seconds the screen hints are "
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"displayed on the screen");
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scr_consize = Cvar_Get ("scr_consize", "0.5", CVAR_ARCHIVE, NULL,
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"fraction of the screen the console covers when "
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"down");
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scr_conspeed = Cvar_Get ("scr_conspeed", "300", CVAR_NONE, NULL, "How "
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"quickly the console screen scrolls up and down");
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scr_fov = Cvar_Get ("fov", "90", CVAR_NONE, NULL, "field of view. 90 is "
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"normal, smaller numbers zoom");
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scr_printspeed = Cvar_Get ("scr_printspeed", "8", CVAR_NONE, NULL,
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"How fast the text is displayed at the end of "
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"the single player episodes");
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scr_showpause = Cvar_Get ("showpause", "1", CVAR_NONE, NULL,
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"Toggles display of pause graphic");
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scr_showram = Cvar_Get ("showram", "1", CVAR_NONE, NULL,
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"Show ram icon when low on ram in game");
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scr_showturtle = Cvar_Get ("showturtle", "0", CVAR_NONE, NULL,
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"Show turtle icon when fps is lower than 10");
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scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE, NULL,
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"Set the screen size 30 minimum, 120 maximum");
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}
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@ -31,6 +31,7 @@
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#endif
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#include "QF/cmd.h"
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#include "QF/compat.h"
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#include "QF/console.h"
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#include "QF/draw.h"
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#include "QF/msg.h"
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@ -51,6 +52,10 @@ when crossing a water boudnary.
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*/
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extern cvar_t *cl_cshift_bonus;
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extern cvar_t *cl_cshift_contents;
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extern cvar_t *cl_cshift_damage;
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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@ -65,8 +70,6 @@ cvar_t *cl_bobup;
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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cvar_t *v_gamma;
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cvar_t *v_iyaw_cycle;
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cvar_t *v_iroll_cycle;
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cvar_t *v_ipitch_cycle;
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@ -90,14 +93,18 @@ cvar_t *gl_cshiftpercent;
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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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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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extern cvar_t *vid_gamma;
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extern int in_forward, in_forward2, in_back;
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cshift_t cshift_empty = { {130, 80, 50}, 0};
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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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cshift_t cshift_bonus = { {215, 186, 60}, 50};
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float
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V_CalcBob (void)
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@ -225,23 +232,6 @@ V_DriftPitch (void)
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*/
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cshift_t cshift_empty = { {130, 80, 50}
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, 0
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};
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cshift_t cshift_water = { {130, 80, 50}
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, 128
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};
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cshift_t cshift_slime = { {0, 25, 5}
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, 150
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};
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cshift_t cshift_lava = { {255, 80, 0}
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, 150
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};
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qboolean
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V_CheckGamma (void)
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{
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@ -283,30 +273,31 @@ V_ParseDamage (void)
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cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
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if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
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cl.cshifts[CSHIFT_DAMAGE].percent = 0;
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if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
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cl.cshifts[CSHIFT_DAMAGE].percent = 150;
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if (cl_cshift_damage->int_val) {
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// || (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) &
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// INFO_CSHIFT_DAMAGE)) {
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cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
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cl.cshifts[CSHIFT_DAMAGE].percent =
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bound (0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
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if (armor > blood) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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} else if (armor) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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} else {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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if (armor > blood) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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} else if (armor) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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} else {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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}
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}
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// calculate view angle kicks
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ent = &cl_entities[cl.viewentity];
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VectorSubtract (from, ent->origin, from);
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VectorNormalize (from);
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@ -340,10 +331,10 @@ V_cshift_f (void)
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void
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V_BonusFlash_f (void)
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{
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cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
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cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
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cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
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cl.cshifts[CSHIFT_BONUS].percent = 50;
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if (!cl_cshift_bonus->int_val)
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// && !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_BONUS))
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return;
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cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
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}
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@ -355,18 +346,24 @@ V_BonusFlash_f (void)
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void
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V_SetContentsColor (int contents)
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{
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if (!cl_cshift_contents->int_val) {
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// && !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_CONTENTS)) {
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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return;
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}
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switch (contents) {
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case CONTENTS_EMPTY:
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case CONTENTS_SOLID:
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case CONTENTS_EMPTY:
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case CONTENTS_SOLID:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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break;
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case CONTENTS_LAVA:
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case CONTENTS_LAVA:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
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break;
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case CONTENTS_SLIME:
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case CONTENTS_SLIME:
|
||||
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
|
||||
break;
|
||||
default:
|
||||
default:
|
||||
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue