ref_vk: move cvars that expected to exist by client.dll from render dll to engine

This commit is contained in:
Alibek Omarov 2021-03-01 20:09:37 +03:00
parent 687e0b46d0
commit af48821eec
2 changed files with 2 additions and 2 deletions

View File

@ -11,5 +11,5 @@ void VK_LoadCvars( void )
{
r_lighting_modulate = gEngine.Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
cl_lightstyle_lerping = gEngine.pfnGetCvarPointer( "cl_lightstyle_lerping", 0 );
r_drawentities = gEngine.Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" );
r_drawentities = gEngine.pfnGetCvarPointer( "r_drawentities", 0 );
}

View File

@ -138,7 +138,7 @@ static struct {
void R_StudioInit( void )
{
cl_himodels = gEngine.Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
cl_himodels = gEngine.pfnGetCvarPointer( "cl_himodels", 0 );
r_drawviewmodel = gEngine.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
Matrix3x4_LoadIdentity( g_studio.rotationmatrix );