diff --git a/client/c_env_cascade_light.cpp b/client/c_env_cascade_light.cpp index feb3b1f..84392ca 100644 --- a/client/c_env_cascade_light.cpp +++ b/client/c_env_cascade_light.cpp @@ -49,7 +49,7 @@ public: private: Vector LightEnvVector; - QAngle LightEnvAngle; + //QAngle LightEnvAngle; }; IMPLEMENT_CLIENTCLASS_DT(C_LightOrigin, DT_LightOrigin, CLightOrigin) @@ -68,7 +68,8 @@ void C_LightOrigin::Simulate() BaseClass::Simulate(); } -ConVar bebra("csm_filter", "1"); //if you have r_flashlightdepthres 4096 then better to change 0.5 +ConVar bebra("csm_filter", "1"); //if you have r_flashlightdepthres 4096 then better to change this value to 0.5 + //----------------------------------------------------------------------------- // Purpose: main csm code @@ -105,10 +106,6 @@ private: Vector m_CurrentLinearFloatLightColor; float m_flCurrentLinearFloatLightAlpha; float m_flColorTransitionTime; - - void updatePos(); - CBaseEntity* pEntity = NULL; - bool firstUpdate = true; bool m_bState; float m_flLightFOV; bool m_bEnableShadows; @@ -163,15 +160,6 @@ void C_EnvCascadeLight::ShutDownLightHandle( void ) } } -void C_EnvCascadeLight::updatePos() -{ - if (firstUpdate) - { - m_flNearZ = 5000; - m_flFarZ = 16000; - } -} - //----------------------------------------------------------------------------- // Purpose: // Input : updateType - how do you increase the light's height? @@ -321,20 +309,6 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate ) state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame; state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality -#ifdef MAPBASE - - state.m_bOrtho = csm_ortho.GetBool(); - if (state.m_bOrtho) - { - state.m_fOrthoLeft = csm_ortho_left.GetInt(); - state.m_fOrthoTop = csm_ortho_top.GetInt(); - state.m_fOrthoRight = csm_ortho_right.GetInt(); - state.m_fOrthoBottom = csm_ortho_bottom.GetInt(); - - state.m_fLinearAtten = ConVarRef("csm_current_distance").GetInt() * 2; - state.m_FarZAtten = ConVarRef("csm_current_distance").GetInt() * 2; - } -#endif // MAPBASE if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE) { @@ -371,8 +345,6 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate ) void C_EnvCascadeLight::Simulate( void ) { UpdateLight( true ); - updatePos(); - firstUpdate = false; BaseClass::Simulate(); } @@ -613,7 +585,7 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate) state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality #ifdef MAPBASE - + /* state.m_bOrtho = csm_ortho.GetBool(); if(state.m_bOrtho) { @@ -627,7 +599,7 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate) state.m_fLinearAtten = ConVarRef("csm_current_distance").GetInt() * 2; state.m_FarZAtten = ConVarRef("csm_current_distance").GetInt() * 2; } - + */ #endif if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE)