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ref: soft: move ref_soft cvars to static allocation, remove dead cvars
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@@ -117,9 +117,8 @@ typedef struct
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} studio_draw_state_t;
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// studio-related cvars
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static cvar_t *r_studio_sort_textures;
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static CVAR_DEFINE_AUTO( r_studio_sort_textures, "0", FCVAR_GLCONFIG, "change draw order for additive meshes" );
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static cvar_t *cl_righthand = NULL;
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static cvar_t *r_studio_drawelements;
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static r_studio_interface_t *pStudioDraw;
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static studio_draw_state_t g_studio; // global studio state
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@@ -142,8 +141,7 @@ R_StudioInit
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*/
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void R_StudioInit( void )
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{
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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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gEngfuncs.Cvar_RegisterVariable( &r_studio_sort_textures );
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Matrix3x4_LoadIdentity( g_studio.rotationmatrix );
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@@ -2112,7 +2110,7 @@ static void R_StudioDrawPoints( void )
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}
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}
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if( r_studio_sort_textures->value && need_sort )
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if( r_studio_sort_textures.value && need_sort )
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{
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// resort opaque and translucent meshes draw order
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qsort( g_studio.meshes, m_pSubModel->nummesh, sizeof( sortedmesh_t ), (void*)R_StudioMeshCompare );
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