Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef GL_CVARS_H
#define GL_CVARS_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "cmd.h"
// Stuff that's dealt with by the material system
extern ConVar mat_wireframe; // Draw the world in wireframe mode
extern ConVar mat_normals; // Draw the world with vertex normals
extern ConVar mat_luxels; // Draw lightmaps as checkerboards
extern ConVar mat_loadtextures; // Can help load levels quickly for debugging.
extern ConVar mat_bumpbasis; // Draw the world with the bump basis vectors drawn
extern ConVar mat_envmapsize; // Dimensions of square skybox bitmap (in 3D screen shots, not game textures)
extern ConVar mat_envmaptgasize; extern ConVar mat_levelflush; extern ConVar mat_hdr_level;
static inline bool CanCheat() { extern ConVar sv_cheats; extern ConVar cl_debug_respect_cheat_vars;
#ifdef _DEBUG
bool bRespectCheatVars = cl_debug_respect_cheat_vars.GetBool() && !Cmd_IsRptActive(); if ( bRespectCheatVars ) return sv_cheats.GetBool(); return true; #else
return ( sv_cheats.GetBool() ); #endif
}
static inline int WireFrameMode( void ) { if ( CanCheat() ) return mat_wireframe.GetInt(); return 0; }
static inline bool ShouldDrawInWireFrameMode( void ) { if ( CanCheat() ) return ( mat_wireframe.GetInt() != 0 ); return false; }
extern ConVar r_drawbrushmodels;
#endif //GL_CVARS_H
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