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Rename gl_maxfps to vid_maxfps.
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3 changed files with 14 additions and 13 deletions
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@ -55,7 +55,8 @@ replacement_t replacements[] = {
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{"gl_dynamic", "gl1_dynamic"},
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{"gl_farsee", "r_farsee"},
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{"gl_flashblend", "gl1_flashblend"},
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{"gl_lockpvs", "r_lockpvs"}
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{"gl_lockpvs", "r_lockpvs"},
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{"gl_maxfps", "vid_maxfps"}
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};
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@ -43,7 +43,7 @@ extern zhead_t z_chain;
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FILE *log_stats_file;
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cvar_t *cl_async;
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cvar_t *cl_timedemo;
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cvar_t *gl_maxfps;
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cvar_t *vid_maxfps;
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cvar_t *host_speeds;
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cvar_t *log_stats;
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cvar_t *showtrace;
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@ -136,7 +136,7 @@ Qcommon_Init(int argc, char **argv)
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cl_async = Cvar_Get("cl_async", "1", CVAR_ARCHIVE);
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cl_timedemo = Cvar_Get("timedemo", "0", 0);
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dedicated = Cvar_Get("dedicated", "0", CVAR_NOSET);
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gl_maxfps = Cvar_Get("gl_maxfps", "95", CVAR_ARCHIVE);
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vid_maxfps = Cvar_Get("vid_maxfps", "95", CVAR_ARCHIVE);
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host_speeds = Cvar_Get("host_speeds", "0", 0);
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log_stats = Cvar_Get("log_stats", "0", 0);
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showtrace = Cvar_Get("showtrace", "0", 0);
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@ -293,11 +293,11 @@ Qcommon_Frame(int msec)
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c_pointcontents = 0;
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}
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// gl_maxfps > 1000 breaks things, and so does <= 0
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// vid_maxfps > 1000 breaks things, and so does <= 0
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// so cap to 1000 and treat <= 0 as "as fast as possible", which is 1000
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if (gl_maxfps->value > 1000 || gl_maxfps->value < 1)
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if (vid_maxfps->value > 1000 || vid_maxfps->value < 1)
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{
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Cvar_SetValue("gl_maxfps", 1000);
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Cvar_SetValue("vid_maxfps", 1000);
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}
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if(cl_maxfps->value > 250)
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@ -319,14 +319,14 @@ Qcommon_Frame(int msec)
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{
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rfps = GLimp_GetRefreshRate();
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if (rfps > gl_maxfps->value)
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if (rfps > vid_maxfps->value)
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{
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rfps = (int)gl_maxfps->value;
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rfps = (int)vid_maxfps->value;
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}
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}
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else
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{
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rfps = (int)gl_maxfps->value;
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rfps = (int)vid_maxfps->value;
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}
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pfps = (cl_maxfps->value > rfps) ? rfps : cl_maxfps->value;
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@ -21,10 +21,10 @@ General:
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This makes it possible to renderer as many frames as desired without
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any physics and movement problems. The client framerate is controlled
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by *cl_maxfps*, set to `60` by defaut. The renderer framerate is
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controlled by *gl_maxfps*. There are two constraints: *gl_maxfps* must
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controlled by *vid_maxfps*. There are two constraints: *vid_maxfps* must
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be the same or greater than *cl_maxfps*. In case that the vsync is
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active, *gl_maxfps* must not be lower than the display refresh rate.
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If *cl_async* is set to `0` *gl_maxfps* is the same as *cl_maxfps*, use
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active, *vid_maxfps* must not be lower than the display refresh rate.
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If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*, use
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*cl_maxfps* to set the framerate.
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* **cl_showfps**: Shows the framecounter. The shown value is rather
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@ -118,7 +118,7 @@ Graphics (all renderers):
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* **r_farsee**: Normally Quake II renders only up to 4096 units. If set
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to `1` the limit is increased to 8192 units.
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* **gl_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
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* **vid_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
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`cl_maxfps` is used as maximum framerate. See `cl_async` description
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above for more information.
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*Note* that vsync (`gl_swapinterval`) also restricts the framerate to
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