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engine: move cvars that expected to exist by client.dll from render dll to engine
Fixes #316
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+1
-1
@@ -842,7 +842,7 @@ void GL_InitCommands( void )
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r_dynamic = gEngfuncs.Cvar_Get( "r_dynamic", "1", FCVAR_ARCHIVE, "allow dynamic lighting (dlights, lightstyles)" );
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r_traceglow = gEngfuncs.Cvar_Get( "r_traceglow", "1", FCVAR_ARCHIVE, "cull flares behind models" );
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r_lightmap = gEngfuncs.Cvar_Get( "r_lightmap", "0", FCVAR_CHEAT, "lightmap debugging tool" );
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r_drawentities = gEngfuncs.Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" );
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r_drawentities = gEngfuncs.pfnGetCvarPointer( "r_drawentities", 0 );
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r_decals = gEngfuncs.pfnGetCvarPointer( "r_decals", 0 );
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r_showhull = gEngfuncs.pfnGetCvarPointer( "r_showhull", 0 );
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+3
-1
@@ -152,7 +152,9 @@ R_StudioInit
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*/
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void R_StudioInit( void )
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{
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cl_himodels = gEngfuncs.Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
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// guaranteed to exist by engine
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cl_himodels = gEngfuncs.pfnGetCvarPointer( "cl_himodels", 0 );
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r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" );
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r_drawviewmodel = gEngfuncs.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
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r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_ARCHIVE, "use glDrawElements for studiomodels" );
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