cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
+cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
+cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
+
+
client_static_t cls;
client_state_t cl;
}
cls.state = ca_disconnected;
cl.islocalgame = false;
-
- cls.demoplayback = cls.timedemo = host.restless = false;
cls.signon = 0;
+ cls.demoplayback = cls.timedemo = host.restless = false;
+ Cvar_Callback(&vid_vsync); // might need to re-enable vsync
Cvar_Callback(&cl_netport);
CL_VM_PreventInformationLeaks();
- // get new key events
- Key_EventQueue_Unblock();
- SndSys_SendKeyEvents();
- Sys_SendKeyEvents();
-
/*
* If the accumulator hasn't become positive, don't
* run the frame. Everything that happens before this
// for QW connections
Cvar_RegisterVariable(&qport);
- Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
+ // multiplying by RAND_MAX necessary for Windows, for which RAND_MAX is only 32767.
+ Cvar_SetValueQuick(&qport, ((unsigned int)rand() * RAND_MAX + (unsigned int)rand()) & 0xffff);
Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
Cvar_RegisterVariable (&cl_maxidlefps);
+ Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
+ Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
+
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();