diff --git a/source/core/gamecvars.cpp b/source/core/gamecvars.cpp index 2dee33550..6126cb691 100644 --- a/source/core/gamecvars.cpp +++ b/source/core/gamecvars.cpp @@ -84,7 +84,7 @@ CVARD(Bool, cl_exhumedoldturn, false, CVAR_ARCHIVE, "enable/disable legacy turni CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon drawer) interpolation") CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode") CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode") -CVARD(Bool, cl_bloodhudinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation") +CVARD(Bool, cl_bloodqavinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation") CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood") diff --git a/source/core/gamecvars.h b/source/core/gamecvars.h index d8d70cd5d..421080ab9 100644 --- a/source/core/gamecvars.h +++ b/source/core/gamecvars.h @@ -29,7 +29,7 @@ EXTERN_CVAR(Bool, cl_exhumedoldturn) EXTERN_CVAR(Bool, cl_hudinterpolation) EXTERN_CVAR(Bool, cl_bloodvanillarun) EXTERN_CVAR(Bool, cl_bloodvanillabobbing) -EXTERN_CVAR(Bool, cl_bloodhudinterp) +EXTERN_CVAR(Bool, cl_bloodqavinterp) EXTERN_CVAR(Bool, cl_bloodoldweapbalance) EXTERN_CVAR(Bool, demorec_seeds_cvar) diff --git a/source/games/blood/src/qav.cpp b/source/games/blood/src/qav.cpp index 2709deea5..955d445c5 100644 --- a/source/games/blood/src/qav.cpp +++ b/source/games/blood/src/qav.cpp @@ -89,7 +89,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b double tileZ; double tileA; - if (cl_bloodhudinterp && prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate) + if (cl_bloodqavinterp && prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate) { tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio); tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);