//===== 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