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https://github.com/celisej567/Fake-CSM-Mapbase.git
synced 2026-09-15 20:09:48 +03:00
Angles
-Now You not have to copy pitch from "Pitch" to "Angles" in light_env. -Fixed pitch problems
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@@ -543,9 +543,6 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
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state.m_fQuadraticAtten = 0.0;
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state.m_fLinearAtten = 100;
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state.m_fConstantAtten = 0.0f;
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//state.m_Color[0] = m_LinearFloatLightColor.x;
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//state.m_Color[1] = m_LinearFloatLightColor.y;
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//state.m_Color[2] = m_LinearFloatLightColor.z;
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#ifdef MAPBASE
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float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
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@@ -561,8 +558,8 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
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state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
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state.m_NearZ = m_flNearZ;
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state.m_FarZ = m_flFarZ;
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state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();//csm_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();//csm_depthbias_shadowmap.GetFloat();
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state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();
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state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = materials->FindTexture(m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false);
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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