cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
-cvar_t cl_draweffects = {0, "cl_draweffects", "1"};
+cvar_t r_draweffects = {0, "r_draweffects", "1"};
+
+cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
mempool_t *cl_scores_mempool;
mempool_t *cl_refdef_mempool;
e->frame2time = cl.time;
}
- if ((vis = CL_NewTempEntity()))
+ if (r_draweffects.integer && (vis = CL_NewTempEntity()))
{
// interpolation stuff
vis->render.frame1 = intframe;
if (gamemode == GAME_NEHAHRA)
Cmd_AddCommand ("pmodel", CL_PModel_f);
- Cvar_RegisterVariable(&cl_draweffects);
+ Cvar_RegisterVariable(&r_draweffects);
+ Cvar_RegisterVariable(&cl_explosions);
+ Cvar_RegisterVariable(&cl_stainmaps);
CL_Parse_Init();
CL_Particles_Init();
extern cvar_t m_forward;
extern cvar_t m_side;
+extern cvar_t r_draweffects;
+
+extern cvar_t cl_explosions;
+extern cvar_t cl_stainmaps;
+
// LordHavoc: raised these from 64 and 128 to 512 and 256
#define MAX_TEMP_ENTITIES 512 // lightning bolts, effects, etc