static bool R_CvarPostProcess (cvar_t *cvar) { if (r_config.frameBufferObject && r_config.drawBuffers) return Cvar_AssertValue(cvar, 0, 1, true); Cvar_SetValue(cvar->name, 0); return true; }
static bool R_CvarPrograms (cvar_t *cvar) { if (qglUseProgram) { return Cvar_AssertValue(cvar, 0, 3, true); } Cvar_SetValue(cvar->name, 0); return true; }
static bool R_CvarCheckDynamicLights (cvar_t *cvar) { float maxLights = r_config.maxLights; if (maxLights > MAX_ENTITY_LIGHTS) maxLights = MAX_ENTITY_LIGHTS; return Cvar_AssertValue(cvar, 0, maxLights, true); }
static bool R_CvarCheckMaxLightmap (cvar_t *cvar) { if (r_config.maxTextureSize && cvar->integer > r_config.maxTextureSize) { Com_Printf("%s exceeded max supported texture size\n", cvar->name); Cvar_SetValue(cvar->name, r_config.maxTextureSize); return false; } if (!Q_IsPowerOfTwo(cvar->integer)) { Com_Printf("%s must be power of two\n", cvar->name); Cvar_SetValue(cvar->name, LIGHTMAP_BLOCK_WIDTH); return false; } return Cvar_AssertValue(cvar, 128, LIGHTMAP_BLOCK_WIDTH, true); }
/** * @brief Watches that the cvar cl_maxfps is never getting lower than 10 */ static bool Com_CvarCheckMaxFPS (cvar_t* cvar) { /* don't allow setting maxfps too low (or game could stop responding) */ return Cvar_AssertValue(cvar, 10, 1000, true); }
static bool SV_CheckMaxSoldiersPerPlayer (cvar_t* cvar) { const int max = MAX_ACTIVETEAM; return Cvar_AssertValue(cvar, 1, max, true); }
static bool CL_CvarCheckVidMode (cvar_t* cvar) { return Cvar_AssertValue(cvar, -1, VID_GetModeNums(), true); }
static bool CL_CvarCheckVidGamma (cvar_t* cvar) { return Cvar_AssertValue(cvar, 0.1, 3.0, false); }