fteqw/quakec/csqctest/src/optsall.qc

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//which engines do we want to support?
#define FTE
#define QSS
//#define DP
#define OWNPLAYERPHYSICS //run our own prediction code, instead of the engine-supplied default
#define AUTOCVAR
#define MD3PMODELS //support Q3 segmented player models
#define HLPMODELS //support HalfLife skeletal models
#define POWERUP_SHELLS //show shells around players for powerups
#define Q4PMODELS
//#define NOEXTENSIONS
#ifdef NOEXTENSIONS
#undef HLPMODELS
#undef MD3PMODELS
#endif
#ifdef DP
#define WORKINDP //do various workarounds for DP. don't use any opcode extensions
#elifdef QSS
#pragma TARGET QSS //FTE also supports this.
#define NOT_DP //mute deprecation warnings about DP, we don't care.
#else
#pragma TARGET FTE //neither of the other engines are targetted, go crazy with it.
#define NOT_QSS //mute deprecation warnings about QSS, we don't care.
#define NOT_DP //mute deprecation warnings about DP, we don't care.
#endif
//just mute engine-dependancy deprecation warnings for now.
#define NOT_QSS
#define NOT_DP
#ifdef AUTOCVAR
#define DEFCVAR_FLOAT(n,d) var float autocvar_##n = d;
#define DEFCVAR_STRING(n,d) var string autocvar_##n = d;
#define CVARF(n) autocvar_##n
#define CVARS(n) autocvar_##n
#else
#define DEFCVAR_FLOAT(n,d)
#define DEFCVAR_STRING(n,d)
#define CVARF(n) cvar(#n)
#define CVARS(n) cvar_string(#n)
#endif