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548 lines
13 KiB
C++
548 lines
13 KiB
C++
#include "world/CWorldParam.hpp"
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#include "console/CVar.hpp"
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CVar* CWorldParam::cvar_baseMip;
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CVar* CWorldParam::cvar_bspCache;
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CVar* CWorldParam::cvar_environmentDetail;
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CVar* CWorldParam::cvar_extShadowQuality;
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CVar* CWorldParam::cvar_farClip;
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CVar* CWorldParam::cvar_farClipOverride;
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CVar* CWorldParam::cvar_footstepBias;
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CVar* CWorldParam::cvar_groundEffectDensity;
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CVar* CWorldParam::cvar_groundEffectDist;
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CVar* CWorldParam::cvar_gxTextureCacheSize;
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CVar* CWorldParam::cvar_horizonFarClip;
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CVar* CWorldParam::cvar_horizonNearClip;
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CVar* CWorldParam::cvar_hwPCF;
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CVar* CWorldParam::cvar_lod;
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CVar* CWorldParam::cvar_mapObjLightLOD;
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CVar* CWorldParam::cvar_mapShadows;
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CVar* CWorldParam::cvar_maxLights;
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CVar* CWorldParam::cvar_nearClip;
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CVar* CWorldParam::cvar_objectFade;
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CVar* CWorldParam::cvar_objectFadeZFill;
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CVar* CWorldParam::cvar_occlusion;
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CVar* CWorldParam::cvar_particleDensity;
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CVar* CWorldParam::cvar_projectedTextures;
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CVar* CWorldParam::cvar_shadowLevel;
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CVar* CWorldParam::cvar_showFootprints;
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CVar* CWorldParam::cvar_specular;
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CVar* CWorldParam::cvar_terrainAlphaBitDepth;
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CVar* CWorldParam::cvar_texLodBias;
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CVar* CWorldParam::cvar_waterLOD;
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CVar* CWorldParam::cvar_worldPoolUsage;
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bool CWorldParam::BaseMipCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::BSPCacheCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::EnvironmentDetailCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::ExtShadowQualityCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::FarClipCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::FarClipOverrideCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::FootstepBiasCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::GroundEffectDensityCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::GroundEffectDistCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::HorizonFarClipScaleCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::HorizonNearClipScaleCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::HwPCFCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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void CWorldParam::Initialize() {
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CWorldParam::cvar_farClipOverride = CVar::Register(
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"farClipOverride",
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"Override old world graphic settings",
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0x1,
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"0",
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&CWorldParam::FarClipOverrideCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_lod = CVar::Register(
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"lod",
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"Video option: Toggle Lod",
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0x1,
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"0",
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&CWorldParam::LodCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_mapShadows = CVar::Register(
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"mapShadows",
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"Video option: Toggle map shadows",
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0x1,
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"1",
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&CWorldParam::MapShadowsCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_maxLights = CVar::Register(
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"MaxLights",
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"Max number of hardware lights",
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0x1,
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"4",
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&CWorldParam::MaxLightsCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_shadowLevel = CVar::Register(
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"shadowLevel",
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"Terrain shadow map mip level",
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0x1,
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"1",
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&CWorldParam::ShadowLevelCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_texLodBias = CVar::Register(
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"texLodBias",
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"Texture LOD Bias",
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0x1,
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"0.0",
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&CWorldParam::TextureLodBiasCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_farClip = CVar::Register(
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"farclip",
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"Far clip plane distance",
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0x1,
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"350",
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&CWorldParam::FarClipCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_nearClip = CVar::Register(
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"nearclip",
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"Near clip plane distance",
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0x1,
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"0.2",
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&CWorldParam::NearClipCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_specular = CVar::Register(
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"specular",
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"Specularity",
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0x1,
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"0",
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&CWorldParam::SpecularCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_mapObjLightLOD = CVar::Register(
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"mapObjLightLOD",
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"Map object light LOD",
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0x1,
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"0",
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&CWorldParam::MapObjLightLODCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_particleDensity = CVar::Register(
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"particleDensity",
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"Video option: Particle density",
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0x1,
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"1.0",
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&CWorldParam::ParticleDensityCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_waterLOD = CVar::Register(
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"waterLOD",
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"Water geometry LOD",
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0x1,
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"0",
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&CWorldParam::WaterLODCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_baseMip = CVar::Register(
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"baseMip",
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"base mipmap level",
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0x1,
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"0",
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&CWorldParam::BaseMipCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_horizonFarClip = CVar::Register(
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"horizonFarclipScale",
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"Far clip plane scale for horizon",
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0x1,
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"4.0",
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&CWorldParam::HorizonFarClipScaleCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_horizonNearClip = CVar::Register(
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"horizonNearclipScale",
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"Near clip plane scale for horizon",
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0x1,
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"0.7",
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&CWorldParam::HorizonNearClipScaleCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_showFootprints = CVar::Register(
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"showfootprints",
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"toggles rendering of footprints",
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0x1,
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"1",
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&CWorldParam::ShowFootprintsCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_bspCache = CVar::Register(
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"bspcache",
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"BSP node caching",
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0x1,
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"1",
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&CWorldParam::BSPCacheCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_footstepBias = CVar::Register(
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"footstepBias",
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"Unit footstep depth bias",
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0x1,
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"0.125",
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&CWorldParam::FootstepBiasCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_occlusion = CVar::Register(
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"occlusion",
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"Use hardware occlusion test",
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0x1,
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"1",
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&CWorldParam::OcclusionCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_worldPoolUsage = CVar::Register(
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"worldPoolUsage",
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"CGxPool usage static/dynamic",
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0x1,
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"Dynamic",
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&CWorldParam::WorldPoolUsageCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_terrainAlphaBitDepth = CVar::Register(
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"terrainAlphaBitDepth",
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"Terrain alpha map bit depth",
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0x1,
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"8",
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&CWorldParam::TerrainAlphaBitDepthCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_groundEffectDensity = CVar::Register(
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"groundEffectDensity",
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"Ground effect density",
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0x1,
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"16",
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&CWorldParam::GroundEffectDensityCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_groundEffectDist = CVar::Register(
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"groundEffectDist",
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"Ground effect dist",
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0x1,
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"70.0",
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&CWorldParam::GroundEffectDistCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_objectFade = CVar::Register(
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"objectFade",
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"Fade objects into view",
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0x1,
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"1",
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&CWorldParam::ObjectFadeCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_objectFadeZFill = CVar::Register(
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"objectFadeZFill",
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"Fade objects using ZFill pass ",
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0x1,
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"0",
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&CWorldParam::ObjectFadeZFillCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_environmentDetail = CVar::Register(
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"environmentDetail",
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"Environment detail",
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0x1,
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"1.0",
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&CWorldParam::EnvironmentDetailCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_hwPCF = CVar::Register(
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"hwPCF",
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"Hardware PCF Filtering",
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0x1,
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"1",
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&CWorldParam::HwPCFCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_extShadowQuality = CVar::Register(
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"extShadowQuality",
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"Quality of exterior shadows (0-5)",
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0x1,
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"0",
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&CWorldParam::ExtShadowQualityCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_projectedTextures = CVar::Register(
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"projectedTextures",
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"Projected Textures",
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0x1,
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"0",
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&CWorldParam::ProjectedTexturesCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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CWorldParam::cvar_gxTextureCacheSize = CVar::Register(
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"gxTextureCacheSize",
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"GX Texture Cache Size",
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0x1,
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"0",
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&CWorldParam::TextureCacheSizeCallback,
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GRAPHICS,
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false,
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nullptr,
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false
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);
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// TODO
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}
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bool CWorldParam::LodCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::MapObjLightLODCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::MapShadowsCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::MaxLightsCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::NearClipCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::ObjectFadeCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::ObjectFadeZFillCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::OcclusionCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::ParticleDensityCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::ProjectedTexturesCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::ShadowLevelCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::ShowFootprintsCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::SpecularCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::TerrainAlphaBitDepthCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::TextureCacheSizeCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::TextureLodBiasCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::WaterLODCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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bool CWorldParam::WorldPoolUsageCallback(CVar* var, const char* oldValue, const char* value, void* arg) {
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// TODO
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return true;
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}
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