cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
+cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
// tweak these if the game runs out
cl.max_csqcrenderentities = 0;
- cl.max_entities = 256;
- cl.max_static_entities = 256;
- cl.max_effects = 256;
- cl.max_beams = 256;
+ cl.max_entities = MAX_ENITIES_INITIAL;
+ cl.max_static_entities = MAX_STATICENTITIES;
+ cl.max_effects = MAX_EFFECTS;
+ cl.max_beams = MAX_BEAMS;
cl.max_dlights = MAX_DLIGHTS;
cl.max_lightstyle = MAX_LIGHTSTYLES;
cl.max_brushmodel_entities = MAX_EDICTS;
- cl.max_particles = 8192; // grows dynamically
- cl.max_decals = 2048; // grows dynamically
+ cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
+ cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
cl.max_showlmps = 0;
cl.num_dlights = 0;
if (trailtype)
CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
- // don't show viewmodels in certain situations
- if (e->render.flags & RENDER_VIEWMODEL)
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
- return;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)
if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
}
+/*
+======================
+CL_FogHeightTexture_f
+======================
+*/
+static void CL_Fog_HeightTexture_f (void)
+{
+ if (Cmd_Argc () < 11)
+ {
+ Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
+ return;
+ }
+ FOG_clear(); // so missing values get good defaults
+ r_refdef.fog_density = atof(Cmd_Argv(1));
+ r_refdef.fog_red = atof(Cmd_Argv(2));
+ r_refdef.fog_green = atof(Cmd_Argv(3));
+ r_refdef.fog_blue = atof(Cmd_Argv(4));
+ r_refdef.fog_alpha = atof(Cmd_Argv(5));
+ r_refdef.fog_start = atof(Cmd_Argv(6));
+ r_refdef.fog_end = atof(Cmd_Argv(7));
+ r_refdef.fog_height = atof(Cmd_Argv(8));
+ r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
+ strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
+}
+
+
/*
====================
CL_TimeRefresh_f
r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
- r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
+ r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; // FIXME: make this grow
r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
CL_InitInput ();
Cvar_RegisterVariable (&cl_autodemo);
Cvar_RegisterVariable (&cl_autodemo_nameformat);
- Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
+ Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
+ Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
// LordHavoc: added pausedemo
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
Cvar_RegisterVariable(&cl_dlights_decaybrightness);
Cvar_RegisterVariable(&cl_prydoncursor);
+ Cvar_RegisterVariable(&cl_prydoncursor_notrace);
Cvar_RegisterVariable(&cl_deathnoviewmodel);