mirror of
https://github.com/celisej567/BCWSsrc.git
synced 2026-01-03 18:11:08 +03:00
Added shadowfilter parameter
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@@ -92,6 +92,7 @@ private:
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float m_flLinearAtten;
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float m_flQuadraticAtten;
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float m_flShadowAtten;
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float m_flShadowFilter;
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bool m_bAlwaysDraw;
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//bool m_bProjectedTextureVersion;
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@@ -63,6 +63,7 @@ IMPLEMENT_CLIENTCLASS_DT( C_EnvProjectedTexture, DT_EnvProjectedTexture, CEnvPro
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RecvPropFloat( RECVINFO( m_flLinearAtten ) ),
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RecvPropFloat( RECVINFO( m_flQuadraticAtten ) ),
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RecvPropFloat( RECVINFO( m_flShadowAtten ) ),
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RecvPropFloat( RECVINFO( m_flShadowFilter ) ),
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RecvPropBool( RECVINFO( m_bAlwaysDraw ) ),
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// Not needed on the client right now, change when it actually is needed
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@@ -100,6 +101,7 @@ C_EnvProjectedTexture *C_EnvProjectedTexture::Create( )
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pEnt->m_flLinearAtten = 100.0f;
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pEnt->m_flQuadraticAtten = 0.0f;
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pEnt->m_flShadowAtten = 0.0f;
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pEnt->m_flShadowFilter = 0.3f;
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//pEnt->m_bProjectedTextureVersion = 1;
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#endif
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@@ -235,7 +237,7 @@ void C_EnvProjectedTexture::UpdateLight( void )
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{
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Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
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FlashlightState_t state;
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state.m_flShadowFilterSize = r_flashlightfilter.GetFloat();
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state.m_flShadowFilterSize = m_flShadowFilter;
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#ifdef MAPBASE
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if ( m_hTargetEntity != NULL && !m_bDontFollowTarget )
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@@ -50,6 +50,7 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_FIELD( m_flLinearAtten, FIELD_FLOAT ),
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DEFINE_FIELD( m_flQuadraticAtten, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_flShadowAtten, FIELD_FLOAT, "shadowatten" ),
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DEFINE_KEYFIELD(m_flShadowFilter, FIELD_FLOAT, "shadowfilter"),
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#endif
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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@@ -68,6 +69,7 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ),
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSpotlightFrame", InputSetSpotlightFrame ),
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@@ -77,6 +79,7 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLinear", InputSetLinear ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetConstant", InputSetConstant ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetShadowAtten", InputSetShadowAtten ),
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DEFINE_INPUTFUNC(FIELD_FLOAT, "SetFilter", InputSetFilter),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearZ", InputSetNearZ ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarZ", InputSetFarZ ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysDrawOn", InputAlwaysDrawOn ),
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@@ -116,6 +119,7 @@ IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture )
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SendPropFloat( SENDINFO( m_flLinearAtten ) ),
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SendPropFloat( SENDINFO( m_flQuadraticAtten ) ),
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SendPropFloat( SENDINFO( m_flShadowAtten ) ),
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SendPropFloat(SENDINFO(m_flShadowFilter)),
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SendPropBool( SENDINFO( m_bAlwaysDraw ) ),
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// Not needed on the client right now, change when it actually is needed
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@@ -158,6 +162,7 @@ CEnvProjectedTexture::CEnvProjectedTexture( void )
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m_flLinearAtten = 100.0f;
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m_flConstantAtten = 0.0f;
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m_flShadowAtten = 0.0f;
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m_flShadowFilter = 0.3f;
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#endif
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}
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@@ -316,6 +321,12 @@ void CEnvProjectedTexture::InputSetHorFOV( inputdata_t &inputdata )
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{
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m_flLightHorFOV = inputdata.value.Float();
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}
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void CEnvProjectedTexture::InputSetFilter(inputdata_t& inputdata)
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{
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m_flShadowFilter = inputdata.value.Float();
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}
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#endif
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void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata )
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@@ -64,6 +64,7 @@ public:
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void InputAlwaysDrawOff( inputdata_t &inputdata ) { m_bAlwaysDraw = false; }
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void InputStopFollowingTarget( inputdata_t &inputdata ) { m_bDontFollowTarget = true; }
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void InputStartFollowingTarget( inputdata_t &inputdata ) { m_bDontFollowTarget = false; }
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void InputSetFilter(inputdata_t& inputdata);
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// Corrects keyvalue/input attenuation for internal FlashlightEffect_t attenuation.
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float CorrectConstantAtten( float fl ) { return fl * 0.5f; }
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@@ -105,6 +106,8 @@ private:
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CNetworkVar( float, m_flQuadraticAtten );
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CNetworkVar( float, m_flShadowAtten );
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CNetworkVar(float, m_flShadowFilter);
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CNetworkVar( bool, m_bAlwaysDraw );
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// 1 = New projected texture
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