engine: move cvars that expected to exist by client.dll from render dll to engine

Fixes #316
This commit is contained in:
Alibek Omarov
2021-03-01 20:03:32 +03:00
parent fa555c1f09
commit 58edfbc485
5 changed files with 13 additions and 4 deletions

View File

@@ -648,6 +648,11 @@ qboolean R_Init( void )
r_showtree = Cvar_Get( "r_showtree", "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" );
r_refdll = Cvar_Get( "r_refdll", "", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "choose renderer implementation, if supported" );
// cvars that are expected to exist by client.dll
// refdll should just get pointer to them
Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" );
Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
// cvars are created, execute video config
Cbuf_AddText( "exec video.cfg" );
Cbuf_Execute();