Add r_noVoid dvar to hide red fxs
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@ -121,14 +121,6 @@ namespace Components
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{
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asset.material->sortKey = 0xE;
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}
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#ifdef DEBUG
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// This is bad! We still want to see red-fxs in release mode
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if (type == Game::XAssetType::ASSET_TYPE_XMODEL && name == "void")
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{
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asset.model->numLods = 0;
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}
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#endif
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}
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bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset)
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@ -320,6 +312,8 @@ namespace Components
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AssetHandler::AssetHandler()
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{
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Dvar::Register<bool>("r_noVoid", false, Game::DVAR_FLAG_SAVED, "Disable void model (red fx)");
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AssetHandler::ClearTemporaryAssets();
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// DB_FindXAssetHeader
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@ -348,6 +342,14 @@ namespace Components
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}
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});
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AssetHandler::OnLoad([] (Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*)
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{
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if (Dvar::Var("r_noVoid").Get<bool>() && type == Game::XAssetType::ASSET_TYPE_XMODEL && name == "void")
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{
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asset.model->numLods = 0;
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}
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});
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// Register asset interfaces
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if (ZoneBuilder::IsEnabled())
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{
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