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https://github.com/celisej567/BCWSsrc.git
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@@ -23,12 +23,12 @@ static ConVarRef mat_depthbias_shadowmap("mat_depthbias_shadowmap");
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static ConVar scissor("r_flashlightscissor", "0");
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#ifdef MAPBASE
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static ConVar csm_ortho("csm_ortho","0", 0, "Turn light into ortho. Im lazy right now to make this works fine");
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ConVar csm_ortho_nearz("csm_ortho_nearz", "512");
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ConVar csm_ortho_left("csm_ortho_left", "-1000");
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ConVar csm_ortho_top("csm_ortho_top", "-1000");
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ConVar csm_ortho_bottom("csm_ortho_bottom", "1000");
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ConVar csm_ortho_right("csm_ortho_right", "1000");
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//static ConVar csm_ortho("csm_ortho","0", 0, "Turn light into ortho. Im lazy right now to make this works fine");
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//ConVar csm_ortho_nearz("csm_ortho_nearz", "512");
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//ConVar csm_ortho_left("csm_ortho_left", "-1000");
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//ConVar csm_ortho_top("csm_ortho_top", "-1000");
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//ConVar csm_ortho_bottom("csm_ortho_bottom", "1000");
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//ConVar csm_ortho_right("csm_ortho_right", "1000");
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//ConVar csm_test_color_interpolation("csm_test_color_interpolation","0"); //<2F> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#endif
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@@ -48,12 +48,12 @@ public:
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virtual void Simulate();
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private:
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//Vector LightEnvVector;
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Vector LightEnvVector;
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//QAngle LightEnvAngle;
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};
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IMPLEMENT_CLIENTCLASS_DT(C_LightOrigin, DT_LightOrigin, CLightOrigin)
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//RecvPropVector(RECVINFO(LightEnvVector))
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RecvPropVector(RECVINFO(LightEnvVector))
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END_RECV_TABLE()
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void C_LightOrigin::Update()
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@@ -68,7 +68,8 @@ void C_LightOrigin::Simulate()
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BaseClass::Simulate();
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}
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ConVar bebra("csm_filter", "2");
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ConVar bebra("csm_filter", "1"); //if you have r_flashlightdepthres 4096 then better to change this value to 0.5
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//-----------------------------------------------------------------------------
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// Purpose: main csm code
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@@ -999,7 +999,7 @@ void CClientLeafSystem::AddShadowToLeaf( int leaf, ClientLeafShadowHandle_t shad
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info.m_EnumCount = m_ShadowEnum;
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}
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Assert( m_ShadowsInLeaf.NumAllocated() < 2000 );
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//Assert( m_ShadowsInLeaf.NumAllocated() < 2000 );
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i = m_RenderablesInLeaf.NextElement(i);
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}
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@@ -45,7 +45,7 @@ private:
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LINK_ENTITY_TO_CLASS(csmorigin, CLightOrigin);
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BEGIN_DATADESC(CLightOrigin)
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//DEFINE_FIELD(LightEnvVector, FIELD_VECTOR),
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DEFINE_FIELD(LightEnvVector, FIELD_VECTOR),
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DEFINE_THINKFUNC(InitialThink)
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END_DATADESC()
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@@ -145,11 +145,7 @@ public:
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// Should this object receive shadows?
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virtual bool ShouldReceiveProjectedTextures( int flags )
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{
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#ifdef MAPBASE
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return true;
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#else
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return false;
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#endif
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}
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// Add entity to visible view models list?
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@@ -1968,17 +1968,18 @@ void CGameMovement::WalkMove( void )
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}
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if (mv->m_flSideMove > 0)
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if (smove > 0)
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{
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float zoffset = 2.5 * player->GetAbsVelocity().Length() * cl_viewbob_zscale.GetFloat() / cl_viewbob_zoffset.GetFloat();
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player->ViewPunch(QAngle(0, 0, zoffset));
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}
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else if (mv->m_flSideMove < 0)
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else if (smove < 0)
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{
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float zoffset = 2.5 * player->GetAbsVelocity().Length() * cl_viewbob_zscale.GetFloat() / cl_viewbob_zoffset.GetFloat();
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player->ViewPunch(QAngle(0, 0, -zoffset));
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}
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}
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@@ -280,6 +280,8 @@ protected:
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float m_fFrameTime;
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//private:
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int m_iSpeedCropped;
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