float GL_Have_TextureCompression()
{
- return (GL_CheckExtension("GL_EXT_texture_compression_s3tc") && GL_CheckExtension("GL_ARB_texture_compression"));
+ return GL_CheckExtension("GL_EXT_texture_compression_s3tc");
}
.entity parent, firstChild, nextSibling;
{
if(me.sendCvars)
{
- LOG_INFOF("Sending cvar: %s -> %s", cvarnamestring, cvar_string(cvarnamestring));
if(gamestatus & (GAME_CONNECTED | GAME_ISSERVER))
{
+ LOG_INFOF("Sending cvar: %s -> %s", cvarnamestring, cvar_string(cvarnamestring));
cmd(sprintf("\nsendcvar %s\n", cvarnamestring));
}
}