// 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;
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 ();