case VF_FOG_FADEDEPTH:
PRVM_G_FLOAT(OFS_RETURN) = r_refdef.fog_fadedepth;
break;
+ case VF_MINFPS_QUALITY:
+ PRVM_G_FLOAT(OFS_RETURN) = r_refdef.view.quality;
+ break;
default:
PRVM_G_FLOAT(OFS_RETURN) = 0;
VM_Warning(prog, "VM_CL_R_GetView : unknown parm %i\n", c);
case VF_FOG_FADEDEPTH:
r_refdef.fog_fadedepth = k;
break;
+ case VF_MINFPS_QUALITY:
+ r_refdef.view.quality = k;
+ break;
default:
PRVM_G_FLOAT(OFS_RETURN) = 0;
VM_Warning(prog, "VM_CL_R_SetView : unknown parm %i\n", c);
#define VF_FOG_END 209 //(float)
#define VF_FOG_HEIGHT 210 //(float)
#define VF_FOG_FADEDEPTH 211 //(float)
-
#define VF_MAINVIEW 212 //(float)
+#define VF_MINFPS_QUALITY 213 //(float)
#define RF_VIEWMODEL 1 // The entity is never drawn in mirrors. In engines with realtime lighting, it casts no shadows.
#define RF_EXTERNALMODEL 2 // The entity is appears in mirrors but not in the normal view. It does still cast shadows in engines with realtime lighting.