Hmm, if that's the case it seems the best bet would be to have the renderer check for "_keepLights 1" upon bsp initialization. If it returns negative, then it reverts back to the older techniques used by cg_shadows 2 or cg_shadows 3. If it returns positive, then it will use the newer techniques to Sos & Ses the FP weapons & 3rd person models, along with using separate commands like "cg_softshadowintensity" to control how fine or soft the shadows are, and "cg_fpselfshadowing", "cg_softshadowing" & "cg_fpsoftshadowing" to individually control which shadowing techniques are active, either for performance or user preference.
What are you ideas for this?