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Xash3DArchive/engine/client/cl_view.c

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2007-06-21 22:00:00 +02:00
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_view.c -- player rendering positioning
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#include "common.h"
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#include "client.h"
//=============
//
// development tools for weapons
//
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model_t *gun_model;
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//=============
cvar_t *crosshair;
cvar_t *cl_testparticles;
cvar_t *cl_testentities;
cvar_t *cl_testlights;
cvar_t *cl_testblend;
cvar_t *cl_stats;
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int r_numdlights;
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dlight_t r_dlights[MAX_DLIGHTS];
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int r_numentities;
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entity_t r_entities[MAX_ENTITIES];
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int r_numparticles;
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particle_t r_particles[MAX_PARTICLES];
lightstyle_t r_lightstyles[MAX_LIGHTSTYLES];
char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH];
int num_cl_weaponmodels;
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int entitycmpfnc( const entity_t *a, const entity_t *b )
{
// all other models are sorted by model then skin
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return ((int)a->model - (int)b->model);
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}
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/*
====================
V_ClearScene
Specifies the model that will be used as the world
====================
*/
void V_ClearScene (void)
{
r_numdlights = 0;
r_numentities = 0;
r_numparticles = 0;
}
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/*
=================
void V_CalcRect( void )
Sets scr_vrect, the coordinates of the rendered window
=================
*/
void V_CalcRect( void )
{
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scr_vrect.width = scr_width->integer;
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scr_vrect.width &= ~7;
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scr_vrect.height = scr_height->integer;
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scr_vrect.height &= ~1;
scr_vrect.y = scr_vrect.x = 0;
}
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/*
=====================
V_AddEntity
=====================
*/
void V_AddEntity (entity_t *ent)
{
if (r_numentities >= MAX_ENTITIES)
return;
r_entities[r_numentities++] = *ent;
}
/*
=====================
V_AddParticle
=====================
*/
void V_AddParticle (vec3_t org, int color, float alpha)
{
particle_t *p;
if (r_numparticles >= MAX_PARTICLES)
return;
p = &r_particles[r_numparticles++];
VectorCopy (org, p->origin);
p->color = color;
p->alpha = alpha;
}
/*
=====================
V_AddLight
=====================
*/
void V_AddLight (vec3_t org, float intensity, float r, float g, float b)
{
dlight_t *dl;
if (r_numdlights >= MAX_DLIGHTS)
return;
dl = &r_dlights[r_numdlights++];
VectorCopy (org, dl->origin);
dl->intensity = intensity;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
/*
=====================
V_AddLightStyle
=====================
*/
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void V_AddLightStyle( int style, float r, float g, float b )
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{
lightstyle_t *ls;
if (style < 0 || style > MAX_LIGHTSTYLES)
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Host_Error("V_AddLightStyle: invalid light style %i\n", style);
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ls = &r_lightstyles[style];
ls->white = r+g+b;
ls->rgb[0] = r;
ls->rgb[1] = g;
ls->rgb[2] = b;
}
/*
================
V_TestParticles
If cl_testparticles is set, create 4096 particles in the view
================
*/
void V_TestParticles (void)
{
particle_t *p;
int i, j;
float d, r, u;
r_numparticles = MAX_PARTICLES;
for (i=0 ; i<r_numparticles ; i++)
{
d = i*0.25;
r = 4*((i&7)-3.5);
u = 4*(((i>>3)&7)-3.5);
p = &r_particles[i];
for (j=0 ; j<3 ; j++)
p->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*d +
cl.v_right[j]*r + cl.v_up[j]*u;
p->color = 8;
p->alpha = cl_testparticles->value;
}
}
/*
================
V_TestEntities
If cl_testentities is set, create 32 player models
================
*/
void V_TestEntities (void)
{
int i, j;
float f, r;
entity_t *ent;
r_numentities = 32;
memset (r_entities, 0, sizeof(r_entities));
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for (i = 0; i < r_numentities; i++)
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{
ent = &r_entities[i];
r = 64 * ( (i%4) - 1.5 );
f = 64 * (i/4) + 128;
for (j=0 ; j<3 ; j++)
ent->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f +
cl.v_right[j]*r;
ent->model = cl.baseclientinfo.model;
}
}
/*
================
V_TestLights
If cl_testlights is set, create 32 lights models
================
*/
void V_TestLights (void)
{
int i, j;
float f, r;
dlight_t *dl;
r_numdlights = 32;
memset (r_dlights, 0, sizeof(r_dlights));
for (i=0 ; i<r_numdlights ; i++)
{
dl = &r_dlights[i];
r = 64 * ( (i%4) - 1.5 );
f = 64 * (i/4) + 128;
for (j=0 ; j<3 ; j++)
dl->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f +
cl.v_right[j]*r;
dl->color[0] = ((i%6)+1) & 1;
dl->color[1] = (((i%6)+1) & 2)>>1;
dl->color[2] = (((i%6)+1) & 4)>>2;
dl->intensity = 200;
}
}
//===================================================================
/*
=================
CL_PrepRefresh
Call before entering a new level, or after changing dlls
=================
*/
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void CL_PrepRefresh( void )
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{
char mapname[32];
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string name;
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float rotate;
vec3_t axis;
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int i;
int mdlcount = 0, imgcount = 0, cl_count = 0;
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if (!cl.configstrings[CS_MODELS+1][0])
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return; // no map loaded
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Msg("CL_PrepRefresh: %s\n", cl.configstrings[CS_NAME] );
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// get splash name
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Cvar_Set( "cl_levelshot_name", va("background/%s.tga", cl.configstrings[CS_NAME]));
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if(!FS_FileExists(va("gfx/%s", Cvar_VariableString("cl_levelshot_name"))))
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{
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Cvar_Set("cl_levelshot_name", "common/black");
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cl.make_levelshot = true; // make levelshot
}
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Con_Close();
Cvar_SetValue("scr_loading", 0.0f ); // reset progress bar
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// let the render dll load the map
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FS_FileBase( cl.configstrings[CS_MODELS+1], mapname );
SCR_UpdateScreen();
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re->BeginRegistration( mapname ); // load map
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SCR_UpdateScreen();
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num_cl_weaponmodels = 1;
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com.strcpy(cl_weaponmodels[0], "v_glock.mdl");
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for( i = 1; i < MAX_MODELS; i++ )
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{
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if(!cl.configstrings[CS_MODELS+i][0])
break;
mdlcount++; // total num models
}
for( i = 1; i < MAX_IMAGES; i++ )
{
if(!cl.configstrings[CS_IMAGES+i][0])
break;
imgcount++; // total num models
}
for (i = 0; i < MAX_CLIENTS; i++)
{
if(!cl.configstrings[CS_PLAYERSKINS+i][0])
continue;
cl_count++;
}
// create thread here ?
for (i = 1; i < MAX_MODELS && cl.configstrings[CS_MODELS+i][0]; i++)
{
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com.strncpy( name, cl.configstrings[CS_MODELS+i], MAX_STRING );
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SCR_UpdateScreen();
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Sys_SendKeyEvents(); // pump message loop
cl.model_draw[i] = re->RegisterModel( name );
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if (name[0] == '*') cl.model_clip[i] = pe->RegisterModel( name );
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else cl.model_clip[i] = NULL;//get studio models here?
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Cvar_SetValue("scr_loading", scr_loading->value + 50.0f/mdlcount );
SCR_UpdateScreen();
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}
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// create thread here ?
SCR_UpdateScreen();
for (i = 1; i < MAX_IMAGES && cl.configstrings[CS_IMAGES+i][0]; i++)
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{
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cl.image_precache[i] = re->RegisterPic (cl.configstrings[CS_IMAGES+i]);
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Sys_SendKeyEvents (); // pump message loop
Cvar_SetValue("scr_loading", scr_loading->value + 3.0f/imgcount );
SCR_UpdateScreen();
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}
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// create thread here ?
for (i = 0; i < MAX_CLIENTS; i++)
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{
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if(!cl.configstrings[CS_PLAYERSKINS+i][0]) continue;
Cvar_SetValue("scr_loading", scr_loading->value + 2.0f/cl_count );
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SCR_UpdateScreen ();
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Sys_SendKeyEvents(); // pump message loop
CL_ParseClientinfo(i);
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}
CL_LoadClientinfo (&cl.baseclientinfo, "unnamed\\male/grunt");
// set sky textures and speed
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SCR_UpdateScreen();
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rotate = com.atof(cl.configstrings[CS_SKYROTATE]);
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com.atov( axis, cl.configstrings[CS_SKYAXIS], 3 );
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re->SetSky( cl.configstrings[CS_SKY], rotate, axis);
Cvar_SetValue("scr_loading", 100.0f ); // all done
re->EndRegistration (); // the render can now free unneeded stuff
Con_ClearNotify(); // clear any lines of console text
SCR_UpdateScreen();
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cl.refresh_prepped = true;
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cl.force_refdef = true;
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}
/*
====================
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V_CalcFov
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====================
*/
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float V_CalcFov( float fov_x, float width, float height )
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{
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float fov_y, x, rad = 360.0f * M_PI;
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fov_x = bound( 1, fov_x, 179 );
x = width / tan( fov_x / rad );
fov_y = atan2( height, x );
fov_y = (fov_y * rad);
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return fov_y;
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}
//============================================================================
/*
==================
V_RenderView
==================
*/
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void V_RenderView( void )
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{
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if (cls.state != ca_active) return;
if (!cl.refresh_prepped) return; // still loading
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// an invalid frame will just use the exact previous refdef
// we can't use the old frame if the video mode has changed, though...
if ( cl.frame.valid && (cl.force_refdef || !cl_paused->value) )
{
cl.force_refdef = false;
V_ClearScene ();
// build a refresh entity list and calc cl.sim*
// this also calls CL_CalcViewValues which loads
// v_forward, etc.
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CL_VM_Begin();
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CL_AddEntities ();
if (cl_testparticles->value)
V_TestParticles ();
if (cl_testentities->value)
V_TestEntities ();
if (cl_testlights->value)
V_TestLights ();
if (cl_testblend->value)
{
cl.refdef.blend[0] = 1;
cl.refdef.blend[1] = 0.5;
cl.refdef.blend[2] = 0.25;
cl.refdef.blend[3] = 0.5;
}
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
cl.refdef.vieworg[0] += 1.0/16;
cl.refdef.vieworg[1] += 1.0/16;
cl.refdef.vieworg[2] += 1.0/16;
cl.refdef.x = scr_vrect.x;
cl.refdef.y = scr_vrect.y;
cl.refdef.width = scr_vrect.width;
cl.refdef.height = scr_vrect.height;
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cl.refdef.fov_y = V_CalcFov (cl.refdef.fov_x, cl.refdef.width, cl.refdef.height);
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cl.refdef.time = cl.time * 0.001f; // render use realtime now
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cl.refdef.areabits = cl.frame.areabits;
if (!cl_add_entities->value)
r_numentities = 0;
if (!cl_add_particles->value)
r_numparticles = 0;
if (!cl_add_lights->value)
r_numdlights = 0;
if (!cl_add_blend->value)
{
VectorClear (cl.refdef.blend);
}
cl.refdef.num_entities = r_numentities;
cl.refdef.entities = r_entities;
cl.refdef.num_particles = r_numparticles;
cl.refdef.particles = r_particles;
cl.refdef.num_dlights = r_numdlights;
cl.refdef.dlights = r_dlights;
cl.refdef.lightstyles = r_lightstyles;
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cl.refdef.rdflags = cl.frame.playerstate.effects;
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// sort entities for better cache locality
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qsort( cl.refdef.entities, cl.refdef.num_entities, sizeof( cl.refdef.entities[0] ), (int (*)(const void *, const void *))entitycmpfnc );
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}
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re->RenderFrame (&cl.refdef);
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if (cl_stats->value) Msg ("ent:%i lt:%i part:%i\n", r_numentities, r_numdlights, r_numparticles);
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}
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/*
==================
V_PreRender
==================
*/
bool V_PreRender( void )
{
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// too early
if(!re) return false;
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re->BeginFrame();
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// clear screen
SCR_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, g_color_table[0] );
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return true;
}
/*
==================
V_PostRender
==================
*/
void V_PostRender( void )
{
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UI_Draw();
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Con_DrawConsole();
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re->EndFrame();
}
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/*
=============
V_Viewpos_f
=============
*/
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void V_Viewpos_f( void )
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{
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Msg("(%i %i %i) : %i\n", (int)cl.refdef.vieworg[0],
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(int)cl.refdef.vieworg[1], (int)cl.refdef.vieworg[2],
(int)cl.refdef.viewangles[YAW]);
}
/*
=============
V_Init
=============
*/
void V_Init (void)
{
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Cmd_AddCommand ("viewpos", V_Viewpos_f, "prints current player origin" );
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crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, "crosshair style" );
cl_testblend = Cvar_Get ("cl_testblend", "0", 0, "test blending" );
cl_testparticles = Cvar_Get ("cl_testparticles", "0", 0, "test particle engine" );
cl_testentities = Cvar_Get ("cl_testentities", "0", 0, "test client entities" );
cl_testlights = Cvar_Get ("cl_testlights", "0", 0, "test dynamic lights" );
cl_stats = Cvar_Get ("cl_stats", "0", 0, "enable client stats" );
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}