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