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Rename cl_anglekicks
to cl_kickangles
for consistency with Q2PRO
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parent
2fae58d56b
commit
08d59ee8e8
4 changed files with 7 additions and 8 deletions
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@ -56,8 +56,8 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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time for the next frame. The later is more CPU friendly but rather
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inaccurate, especially on Windows. Use with care.
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* **cl_anglekicks**: If set to `0` angle kicks (weapon recoil, damage
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hits and the like) are ignored. Cheat protected. Defaults to `1`.
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* **cl_kickangles**: If set to `0` angle kicks (weapon recoil, damage
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hits and the like) are ignored. Cheat-protected. Defaults to `1`.
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* **cl_async**: If set to `1` (the default) the client is asynchronous.
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The client framerate is fixed, the renderer framerate is variable.
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@ -764,7 +764,7 @@ CL_CalcViewValues(void)
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}
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}
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if (cl_anglekicks->value)
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if (cl_kickangles->value)
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{
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for (i = 0; i < 3; i++)
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{
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@ -48,7 +48,7 @@ cvar_t *cl_add_particles;
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cvar_t *cl_add_lights;
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cvar_t *cl_add_entities;
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cvar_t *cl_add_blend;
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cvar_t *cl_anglekicks;
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cvar_t *cl_kickangles;
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cvar_t *cl_shownet;
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cvar_t *cl_showmiss;
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@ -494,7 +494,7 @@ CL_InitLocal(void)
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cl_add_lights = Cvar_Get("cl_lights", "1", 0);
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cl_add_particles = Cvar_Get("cl_particles", "1", 0);
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cl_add_entities = Cvar_Get("cl_entities", "1", 0);
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cl_anglekicks = Cvar_Get("cl_anglekicks", "1", 0);
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cl_kickangles = Cvar_Get("cl_kickangles", "1", 0);
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cl_gun = Cvar_Get("cl_gun", "2", CVAR_ARCHIVE);
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cl_footsteps = Cvar_Get("cl_footsteps", "1", 0);
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cl_noskins = Cvar_Get("cl_noskins", "0", 0);
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@ -663,7 +663,7 @@ cheatvar_t cheatvars[] = {
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{"sw_draworder", "0"},
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{"gl_lightmap", "0"},
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{"gl_saturatelighting", "0"},
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{"cl_anglekicks", "1"},
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{"cl_kickangles", "1"},
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{NULL, NULL}
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};
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@ -949,4 +949,3 @@ CL_Shutdown(void)
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IN_Shutdown();
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VID_Shutdown();
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}
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@ -314,7 +314,7 @@ extern cvar_t *cl_vwep;
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extern cvar_t *horplus;
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extern cvar_t *cin_force43;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *cl_anglekicks;
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extern cvar_t *cl_kickangles;
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extern cvar_t *cl_r1q2_lightstyle;
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typedef struct
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