Color things

Changed default csm_second_fov value.
Changed color handling.
This commit is contained in:
2022-12-30 15:07:41 +03:00
parent 0217dc8674
commit 6cd26f8292
2 changed files with 35 additions and 92 deletions

View File

@@ -123,7 +123,7 @@ IMPLEMENT_CLIENTCLASS_DT(C_EnvCascadeLight, DT_EnvCascadeLight, CEnvCascadeLight
RecvPropFloat( RECVINFO( m_flLightFOV ) ),
RecvPropBool( RECVINFO( m_bEnableShadows ) ),
RecvPropBool( RECVINFO( m_bLightOnlyTarget ) ),
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32), //i have fukin lighting
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
RecvPropBool( RECVINFO( m_bLightWorld ) ),
RecvPropBool( RECVINFO( m_bCameraSpace ) ),
RecvPropVector( RECVINFO( m_LinearFloatLightColor ) ),
@@ -302,40 +302,6 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
/*
if (csm_ortho.GetBool())
{
float flOrthoSize = 1000.0f;
state.m_bGlobalLight = true;
if (flOrthoSize > 0)
{
state.m_bOrtho = true;
state.m_fOrthoLeft = -flOrthoSize;
state.m_fOrthoTop = -flOrthoSize;
state.m_fOrthoRight = flOrthoSize;
state.m_fOrthoBottom = flOrthoSize;
}
else
{
state.m_bOrtho = false;
}
vPos.z = 0;
state.m_vecLightOrigin = vPos;
//C_BasePlayer::GetLocalPlayer()->CalcView(vPos, EyeAngles, flZNear, flZFar, flFov);
// Vector vPos = C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();
// vPos = Vector( 0.0f, 0.0f, 500.0f );
//vPos = (vPos + vSunDirection2D * m_flNorthOffset) - vDirection * m_flSunDistance;
}
else
{
state.m_vecLightOrigin = vPos;
}
*/
if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE)
{
m_LightHandle = g_pClientShadowMgr->CreateFlashlight(state);
@@ -695,7 +661,7 @@ private:
};
IMPLEMENT_CLIENTCLASS_DT(C_EnvCascadeLightThird, DT_EnvCascadeLightThird, CEnvCascadeLightThird)
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
RecvPropInt(RECVINFO(m_LightColor), 0, RecvProxy_IntToColor32),
RecvPropEHandle(RECVINFO(m_hTargetEntity)),
RecvPropBool(RECVINFO(m_bState)),
RecvPropFloat(RECVINFO(m_flLightFOV)),