mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-05-30 00:10:40 +00:00
cvars now sport a callback function that gets called whenever the cvar changes
or on initial get.
This commit is contained in:
parent
4162243287
commit
e939ccc40a
101 changed files with 680 additions and 669 deletions
|
@ -205,38 +205,38 @@ R_Init (void)
|
|||
void
|
||||
R_Init_Cvars (void)
|
||||
{
|
||||
r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE, "Set to 1 to disable display refresh");
|
||||
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, "Toggles drawing of entities (almost everything but the world)");
|
||||
r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_ARCHIVE, "Toggles drawing of view models (your weapons)");
|
||||
r_shadows = Cvar_Get ("r_shadows", "0", CVAR_ARCHIVE, "Set to 1 to enable shadows for entities");
|
||||
r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, "Determine opacity of liquids. 1 = solid, 0 = transparent, otherwise translucent.");
|
||||
r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE, 0, "Set to 1 to disable display refresh");
|
||||
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, 0, "Toggles drawing of entities (almost everything but the world)");
|
||||
r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_ARCHIVE, 0, "Toggles drawing of view models (your weapons)");
|
||||
r_shadows = Cvar_Get ("r_shadows", "0", CVAR_ARCHIVE, 0, "Set to 1 to enable shadows for entities");
|
||||
r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, 0, "Determine opacity of liquids. 1 = solid, 0 = transparent, otherwise translucent.");
|
||||
/* FIXME what does r_waterripple use for units? */
|
||||
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "Set to make liquids ripple, a good setting is 5");
|
||||
r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE, "Set to 0 to disable lightmap changes");
|
||||
r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, "Set to 1 to enable runtime visibility checking (SLOW)");
|
||||
r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, "Display drawing time and statistics of what is being viewed");
|
||||
r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_ARCHIVE, "Graph network stats");
|
||||
r_netgraph_alpha = Cvar_Get ("r_netgraph_alpha", "0.5", CVAR_ARCHIVE, "Net graph translucency");
|
||||
r_netgraph_box = Cvar_Get ("r_netgraph_box", "1", CVAR_ARCHIVE, "Draw box around net graph");
|
||||
r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, "whether or not to draw particles");
|
||||
r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, "name of the current skybox");
|
||||
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, 0, "Set to make liquids ripple, a good setting is 5");
|
||||
r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE, 0, "Set to 0 to disable lightmap changes");
|
||||
r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, 0, "Set to 1 to enable runtime visibility checking (SLOW)");
|
||||
r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, 0, "Display drawing time and statistics of what is being viewed");
|
||||
r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_ARCHIVE, 0, "Graph network stats");
|
||||
r_netgraph_alpha = Cvar_Get ("r_netgraph_alpha", "0.5", CVAR_ARCHIVE, 0, "Net graph translucency");
|
||||
r_netgraph_box = Cvar_Get ("r_netgraph_box", "1", CVAR_ARCHIVE, 0, "Draw box around net graph");
|
||||
r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, 0, "whether or not to draw particles");
|
||||
r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, 0, "name of the current skybox");
|
||||
|
||||
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, "Makes texture rendering quality better if set to 1");
|
||||
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, "Set to 1 to make background black. Useful for removing HOM effect");
|
||||
gl_dlight_lightmap = Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE, "Set to 1 for high quality dynamic lighting.");
|
||||
gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE, "Set to 1 to use a dynamic light effect faster on GL");
|
||||
gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, "Smooth dynamic vertex lighting");
|
||||
gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE, "Toggles fullbright color support for bmodels");
|
||||
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, "Toggles fullbright color support for models");
|
||||
gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE, "Toggles lavaball and rocket fireballs");
|
||||
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, "Set to 0 to turn off colinear vertexes upon level load");
|
||||
gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, "Toggles model animation interpolation");
|
||||
gl_multitexture = Cvar_Get ("gl_multitexture", "0", CVAR_ARCHIVE, "Use multitexture when available");
|
||||
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, "Set to 1, turns off all player colors");
|
||||
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, "Detail of player skins. 0 best, 4 worst.");
|
||||
gl_sky_clip = Cvar_Get ("gl_sky_clip", "0", CVAR_ARCHIVE, "controls whether sky is drawn first (0) or later (1)");
|
||||
gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, "subdivide sky polys");
|
||||
gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_ARCHIVE, "controls whether the skydome is single or double pass");
|
||||
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, 0, "Makes texture rendering quality better if set to 1");
|
||||
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, 0, "Set to 1 to make background black. Useful for removing HOM effect");
|
||||
gl_dlight_lightmap = Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE, 0, "Set to 1 for high quality dynamic lighting.");
|
||||
gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE, 0, "Set to 1 to use a dynamic light effect faster on GL");
|
||||
gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, 0, "Smooth dynamic vertex lighting");
|
||||
gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE, 0, "Toggles fullbright color support for bmodels");
|
||||
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, 0, "Toggles fullbright color support for models");
|
||||
gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE, 0, "Toggles lavaball and rocket fireballs");
|
||||
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, 0, "Set to 0 to turn off colinear vertexes upon level load");
|
||||
gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, 0, "Toggles model animation interpolation");
|
||||
gl_multitexture = Cvar_Get ("gl_multitexture", "0", CVAR_ARCHIVE, 0, "Use multitexture when available");
|
||||
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, 0, "Set to 1, turns off all player colors");
|
||||
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, 0, "Detail of player skins. 0 best, 4 worst.");
|
||||
gl_sky_clip = Cvar_Get ("gl_sky_clip", "0", CVAR_ARCHIVE, 0, "controls whether sky is drawn first (0) or later (1)");
|
||||
gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, 0, "subdivide sky polys");
|
||||
gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_ARCHIVE, 0, "controls whether the skydome is single or double pass");
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue