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ref_vk: move cvars that expected to exist by client.dll from render dll to engine
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@ -11,5 +11,5 @@ void VK_LoadCvars( void )
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{
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r_lighting_modulate = gEngine.Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
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cl_lightstyle_lerping = gEngine.pfnGetCvarPointer( "cl_lightstyle_lerping", 0 );
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r_drawentities = gEngine.Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" );
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r_drawentities = gEngine.pfnGetCvarPointer( "r_drawentities", 0 );
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}
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@ -138,7 +138,7 @@ static struct {
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void R_StudioInit( void )
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{
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cl_himodels = gEngine.Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
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cl_himodels = gEngine.pfnGetCvarPointer( "cl_himodels", 0 );
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r_drawviewmodel = gEngine.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
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Matrix3x4_LoadIdentity( g_studio.rotationmatrix );
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