cvar_t cl_sound_ric1 = {0, "cl_sound_ric1", "weapons/ric1.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
cvar_t cl_sound_ric2 = {0, "cl_sound_ric2", "weapons/ric2.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
cvar_t cl_sound_ric3 = {0, "cl_sound_ric3", "weapons/ric3.wav", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_readpicture_force = {0, "cl_readpicture_force", "0", "when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system"};
#define RIC_GUNSHOT 1
#define RIC_GUNSHOTQUAD 2
Cvar_RegisterVariable(&cl_nettimesyncboundmode);
Cvar_RegisterVariable(&cl_nettimesyncboundtolerance);
Cvar_RegisterVariable(&cl_iplog_name);
+ Cvar_RegisterVariable(&cl_readpicture_force);
Cmd_AddCommand("nextul", QW_CL_NextUpload, "sends next fragment of current upload buffer (screenshot for example)");
Cmd_AddCommand("stopul", QW_CL_StopUpload, "aborts current upload (screenshot for example)");
}
//#501 string() readpicture (DP_CSQC_READWRITEPICTURE)
+extern cvar_t cl_readpicture_force;
static void VM_CL_ReadPicture (void)
{
const char *name;
{
if(pic->tex == r_texture_notexture)
pic->tex = NULL; // don't overwrite the notexture by Draw_NewPic
- if(pic->tex)
+ if(pic->tex && !cl_readpicture_force.integer)
{
// texture found and loaded
// skip over the jpeg as we don't need it