CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
+ RegisterSLCategories();
+
float ddsload = cvar("r_texture_dds_load");
float texcomp = cvar("gl_texturecompression");
updateCompression();
m_hide();
cvar_set("_menu_initialized", "1");
}
+
+ PlayerInfo_Details();
}
const float MENU_ASPECT = 1.25; // 1280x1024