- Blood: Rename CVAR `cl_bloodhudinterp` to `cl_bloodqavinterp`.

This commit is contained in:
Mitchell Richters 2021-08-21 19:55:02 +10:00
parent 9251ce11c7
commit f67a09680e
3 changed files with 3 additions and 3 deletions

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@ -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_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_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_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") CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")

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@ -29,7 +29,7 @@ EXTERN_CVAR(Bool, cl_exhumedoldturn)
EXTERN_CVAR(Bool, cl_hudinterpolation) EXTERN_CVAR(Bool, cl_hudinterpolation)
EXTERN_CVAR(Bool, cl_bloodvanillarun) EXTERN_CVAR(Bool, cl_bloodvanillarun)
EXTERN_CVAR(Bool, cl_bloodvanillabobbing) EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
EXTERN_CVAR(Bool, cl_bloodhudinterp) EXTERN_CVAR(Bool, cl_bloodqavinterp)
EXTERN_CVAR(Bool, cl_bloodoldweapbalance) EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
EXTERN_CVAR(Bool, demorec_seeds_cvar) EXTERN_CVAR(Bool, demorec_seeds_cvar)

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@ -89,7 +89,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b
double tileZ; double tileZ;
double tileA; 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); tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio); tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);