diff --git a/source/src/clientgame.cpp b/source/src/clientgame.cpp index b82b801f..e7036374 100644 --- a/source/src/clientgame.cpp +++ b/source/src/clientgame.cpp @@ -601,13 +601,8 @@ void resetsleep(bool force) } } -void resetsleep_() -{ - resetsleep(true); -} - COMMANDN(sleep, addsleep_, "isi"); -COMMANDN(resetsleeps, resetsleep_, ""); +COMMANDF(resetsleeps, "", (void) { resetsleep(true); }); void updateworld(int curtime, int lastmillis) // main game update loop { diff --git a/source/src/rendercubes.cpp b/source/src/rendercubes.cpp index d640113c..b6b364d0 100644 --- a/source/src/rendercubes.cpp +++ b/source/src/rendercubes.cpp @@ -123,8 +123,8 @@ enum int nquads; // for testing purpose. UNDOME on release. -//const float texturescale = 32.0f; -VARP(texturescale, 16, 32, 64); +const float texturescale = 32.0f; +//VARP(texturescale, 16, 32, 64); #define TEXTURESCALE (float(texturescale) * ((uniformtexres && t->scale>1.0f) ? 1.0f : t->scale)) diff --git a/source/src/rendermodel.cpp b/source/src/rendermodel.cpp index 286f25a7..06725a3d 100644 --- a/source/src/rendermodel.cpp +++ b/source/src/rendermodel.cpp @@ -344,7 +344,8 @@ void endmodelbatches(bool flush) if(flush) clearmodelbatches(); } -VAR(dbgmbatch, 0, 0, 1); +const int dbgmbatch = 0; +//VAR(dbgmbatch, 0, 0, 1); VARP(popdeadplayers, 0, 0, 1); void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, float yaw, float pitch, float speed, int basetime, playerent *d, modelattach *a, float scale) diff --git a/source/src/shadow.cpp b/source/src/shadow.cpp index 28fb55d7..85e68996 100644 --- a/source/src/shadow.cpp +++ b/source/src/shadow.cpp @@ -8,7 +8,8 @@ int stenciling = 0; VAR(shadowclip, 0, 1, 1); VAR(shadowtile, 0, 1, 1); -VAR(dbgtiles, 0, 0, 1); +const int dbgtiles = 0; +//VAR(dbgtiles, 0, 0, 1); VAR(shadowcasters, 1, 0, 0); #define SHADOWROWS 64 diff --git a/source/src/vertmodel.h b/source/src/vertmodel.h index 803471b5..5869a9b2 100644 --- a/source/src/vertmodel.h +++ b/source/src/vertmodel.h @@ -7,8 +7,10 @@ VARP(dynshadowquad, 0, 0, 1); VAR(shadowyaw, 0, 45, 360); vec shadowdir(0, 0, -1), shadowpos(0, 0, 0); -VAR(dbgstenc, 0, 0, 2); -VAR(dbgvlight, 0, 0, 1); +const int dbgstenc = 0; +const int dbgvlight = 0; +//VAR(dbgstenc, 0, 0, 2); +//VAR(dbgvlight, 0, 0, 1); VARP(mdldlist, 0, 1, 1);