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Add cg_spawnEffects to disable spawn colorgrading since OSX doesn't like it
1 parent acc01c8 commit d0d8663

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3 files changed

+4
-1
lines changed

3 files changed

+4
-1
lines changed

src/gamelogic/cgame/cg_local.h

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@@ -1916,6 +1916,7 @@ extern vmCvar_t cg_highPolyWeaponModels;
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extern vmCvar_t cg_motionblur;
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extern vmCvar_t cg_motionblurMinSpeed;
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extern vmCvar_t ui_chatPromptColors;
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extern vmCvar_t cg_spawnEffects;
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//
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// Rocket cvars

src/gamelogic/cgame/cg_main.c

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@@ -285,6 +285,7 @@ vmCvar_t cg_highPolyBuildableModels;
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vmCvar_t cg_highPolyWeaponModels;
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vmCvar_t cg_motionblur;
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vmCvar_t cg_motionblurMinSpeed;
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vmCvar_t cg_spawnEffects;
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vmCvar_t cg_fov_builder;
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vmCvar_t cg_fov_level0;
@@ -457,6 +458,7 @@ static const cvarTable_t cvarTable[] =
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{ &cg_highPolyWeaponModels, "cg_highPolyWeaponModels", "1", CVAR_LATCH },
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{ &cg_motionblur, "cg_motionblur", "0.05", CVAR_ARCHIVE },
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{ &cg_motionblurMinSpeed, "cg_motionblurMinSpeed", "600", 0 },
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{ &cg_spawnEffects, "cg_spawnEffects", "1", 0 },
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{ &cg_fov_builder, "cg_fov_builder", "0", 0 },
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{ &cg_fov_level0, "cg_fov_level0", "0", 0 },
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{ &cg_fov_level1, "cg_fov_level1", "0", 0 },

src/gamelogic/cgame/cg_view.c

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@@ -1387,7 +1387,7 @@ static void CG_ChooseCgradingEffectAndFade( const playerState_t* ps, qhandle_t*
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qboolean playing = team == TEAM_HUMANS || team == TEAM_ALIENS;
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//the player has spawned once and is dead or in the intermission
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if ( health <= 0 || (playing && cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT) )
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if ( cg_spawnEffects.integer && ( health <= 0 || (playing && cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT) ) )
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{
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*effect = cgs.media.desaturatedCgrade;
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*fade = 1.0;

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