mirror of
https://github.com/celisej567/Fake-CSM-Mapbase.git
synced 2026-01-05 22:10:24 +03:00
Brighness Scale
I find out that the alpha of the color doesnt work correctly, so i add a Brightness Scale Keyvalue and csm_brightness_general ConVar for this. When you set Brightness Scale, csm_brightness_general uses this value. If you want to change brightness In-Game, you can use Console or for mappes they can use point_clientcommand to change csm_brightness_general.
This commit is contained in:
@@ -24,6 +24,7 @@ static ConVar scissor("r_flashlightscissor", "0");
|
|||||||
ConVar csm_intensity("csm_intensity", "200");
|
ConVar csm_intensity("csm_intensity", "200");
|
||||||
ConVar csm_second_intensity("csm_second_intensity", "200");
|
ConVar csm_second_intensity("csm_second_intensity", "200");
|
||||||
ConVar csm_third_intensity("csm_third_intensity", "200");
|
ConVar csm_third_intensity("csm_third_intensity", "200");
|
||||||
|
ConVar csm_brightness_general("csm_brightness_general", "1");
|
||||||
|
|
||||||
|
|
||||||
ConVar csm_filter("csm_filter", "1");
|
ConVar csm_filter("csm_filter", "1");
|
||||||
@@ -282,9 +283,9 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
|
|||||||
|
|
||||||
#ifdef MAPBASE
|
#ifdef MAPBASE
|
||||||
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
|
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
|
||||||
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * csm_intensity.GetFloat();
|
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * csm_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_intensity.GetFloat();
|
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_intensity.GetFloat();
|
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
#else
|
#else
|
||||||
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_intensity.GetFloat();
|
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_intensity.GetFloat();
|
||||||
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_intensity.GetFloat();
|
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_intensity.GetFloat();
|
||||||
@@ -333,6 +334,7 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
|
|||||||
|
|
||||||
void C_EnvCascadeLight::Simulate( void )
|
void C_EnvCascadeLight::Simulate( void )
|
||||||
{
|
{
|
||||||
|
|
||||||
m_bState = csm_enable.GetBool();
|
m_bState = csm_enable.GetBool();
|
||||||
UpdateLight(true);
|
UpdateLight(true);
|
||||||
BaseClass::Simulate();
|
BaseClass::Simulate();
|
||||||
@@ -445,11 +447,11 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
|
|||||||
|
|
||||||
if(m_LightHandle!=CLIENTSHADOW_INVALID_HANDLE)
|
if(m_LightHandle!=CLIENTSHADOW_INVALID_HANDLE)
|
||||||
ShutDownLightHandle();
|
ShutDownLightHandle();
|
||||||
|
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
|
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
|
||||||
FlashlightState_t state;
|
FlashlightState_t state;
|
||||||
state.m_flShadowFilterSize = csm_filter.GetFloat();
|
state.m_flShadowFilterSize = csm_filter.GetFloat();
|
||||||
@@ -546,9 +548,9 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
|
|||||||
|
|
||||||
#ifdef MAPBASE
|
#ifdef MAPBASE
|
||||||
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
|
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
|
||||||
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat();
|
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat();
|
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat();
|
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_second_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
#else
|
#else
|
||||||
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_second_intensity.GetFloat();
|
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_second_intensity.GetFloat();
|
||||||
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_second_intensity.GetFloat();
|
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_second_intensity.GetFloat();
|
||||||
@@ -706,11 +708,8 @@ void C_EnvCascadeLightThird::UpdateLight(bool bForceUpdate)
|
|||||||
|
|
||||||
if (m_bState == false)
|
if (m_bState == false)
|
||||||
{
|
{
|
||||||
|
|
||||||
if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE)
|
if (m_LightHandle != CLIENTSHADOW_INVALID_HANDLE)
|
||||||
ShutDownLightHandle();
|
ShutDownLightHandle();
|
||||||
|
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -814,9 +813,9 @@ void C_EnvCascadeLightThird::UpdateLight(bool bForceUpdate)
|
|||||||
|
|
||||||
#ifdef MAPBASE
|
#ifdef MAPBASE
|
||||||
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
|
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
|
||||||
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat();
|
state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat();
|
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat();
|
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * (1.0f / 255.0f) * flAlpha) * csm_third_intensity.GetFloat() * csm_brightness_general.GetFloat();
|
||||||
#else
|
#else
|
||||||
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_third_intensity.GetFloat();
|
state.m_Color[0] = m_CurrentLinearFloatLightColor.x * (1.0f / 255.0f) * csm_third_intensity.GetFloat();
|
||||||
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_third_intensity.GetFloat();
|
state.m_Color[1] = m_CurrentLinearFloatLightColor.y * (1.0f / 255.0f) * csm_third_intensity.GetFloat();
|
||||||
|
|||||||
@@ -9,6 +9,7 @@
|
|||||||
1 : "Enabled" : 1
|
1 : "Enabled" : 1
|
||||||
]
|
]
|
||||||
lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"
|
lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"
|
||||||
|
brightnessscale(float) : "Brightness Scale" : "1" : "ConVar csm_brightness_general = this parameter. You change this parameter - game changes csm_brightness_general to this value. Want to change brightness using inputs - use point_servercommand and change csm_brightness_general itself."
|
||||||
cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera."
|
cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera."
|
||||||
|
|
||||||
uselightenvangles(Choices) : "Use light_environment's angles" : 1 : "If true, the CSM shadow angles are automatically harvested from the light_environment's angles. If false, this entity's angles are used." =
|
uselightenvangles(Choices) : "Use light_environment's angles" : 1 : "If true, the CSM shadow angles are automatically harvested from the light_environment's angles. If false, this entity's angles are used." =
|
||||||
@@ -24,7 +25,7 @@
|
|||||||
]
|
]
|
||||||
|
|
||||||
|
|
||||||
ambient(integer) :"Ambient" : 0 : "idk"
|
ambient(integer) :"Ambient" : 0 : "[DOESNT WORK] Ambient of the light. I know how to make it work, but i will do it later."
|
||||||
|
|
||||||
input Enable(void) : "Turn on the texture"
|
input Enable(void) : "Turn on the texture"
|
||||||
input Disable(void) : "Turn off the texture"
|
input Disable(void) : "Turn off the texture"
|
||||||
|
|||||||
@@ -18,19 +18,18 @@
|
|||||||
|
|
||||||
//distance
|
//distance
|
||||||
static ConVar defdist("csm_default_distance", "1000", FCVAR_DEVELOPMENTONLY, "Default Z distance. Used for some fov calculations. Please dont change");
|
static ConVar defdist("csm_default_distance", "1000", FCVAR_DEVELOPMENTONLY, "Default Z distance. Used for some fov calculations. Please dont change");
|
||||||
static ConVar curdist("csm_current_distance", "100000", 0, "Current Z distance. You can change it.");
|
ConVar curdist("csm_current_distance", "100000", 0, "Current Z distance. You can change it.");
|
||||||
|
|
||||||
//fov things
|
//fov things
|
||||||
static ConVar defFOV("csm_default_fov", "15", FCVAR_DEVELOPMENTONLY, "Default FOV. Used for some fov calculations. Please dont change");
|
static ConVar defFOV("csm_default_fov", "15", FCVAR_DEVELOPMENTONLY, "Default FOV. Used for some fov calculations. Please dont change");
|
||||||
static ConVar curFOV("csm_current_fov", "15", 0, "Current FOV. You can change it");
|
ConVar curFOV("csm_current_fov", "15", 0, "Current FOV. You can change it");
|
||||||
static ConVar csm_second_fov("csm_second_fov", "360", FCVAR_NONE, "FOV of the second csm.");
|
ConVar csm_second_fov("csm_second_fov", "360", FCVAR_NONE, "FOV of the second csm.");
|
||||||
static ConVar csm_third_fov("csm_third_fov", "2800", FCVAR_NONE, "FOV of the second csm.");
|
ConVar csm_third_fov("csm_third_fov", "2800", FCVAR_NONE, "FOV of the second csm.");
|
||||||
|
|
||||||
//farz and nearz
|
//farz and nearz
|
||||||
ConVar csm_nearz("csm_nearz", "90000");
|
ConVar csm_nearz("csm_nearz", "90000");
|
||||||
ConVar csm_farz("csm_farz", "200000");
|
ConVar csm_farz("csm_farz", "200000");
|
||||||
|
|
||||||
ConVar csm_enable("csm_enable", "1");
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -185,7 +184,7 @@ CEnvCascadeLightThird::CEnvCascadeLightThird(void)
|
|||||||
#else
|
#else
|
||||||
m_LightColor.Init(255, 255, 255, 1);
|
m_LightColor.Init(255, 255, 255, 1);
|
||||||
#endif
|
#endif
|
||||||
m_bState = csm_enable.GetBool();
|
m_bState = true;
|
||||||
m_flLightFOV = 45.0f;
|
m_flLightFOV = 45.0f;
|
||||||
m_bEnableShadows = true;
|
m_bEnableShadows = true;
|
||||||
m_bLightOnlyTarget = false;
|
m_bLightOnlyTarget = false;
|
||||||
@@ -237,7 +236,6 @@ void CEnvCascadeLightThird::Activate(void)
|
|||||||
|
|
||||||
void CEnvCascadeLightThird::InitialThink(void)
|
void CEnvCascadeLightThird::InitialThink(void)
|
||||||
{
|
{
|
||||||
m_bState = csm_enable.GetBool();
|
|
||||||
float bibigon = defdist.GetFloat() / curdist.GetFloat();
|
float bibigon = defdist.GetFloat() / curdist.GetFloat();
|
||||||
m_flLightFOV = csm_third_fov.GetFloat() * bibigon;
|
m_flLightFOV = csm_third_fov.GetFloat() * bibigon;
|
||||||
m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target);
|
m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target);
|
||||||
@@ -339,7 +337,7 @@ CEnvCascadeLightSecond::CEnvCascadeLightSecond(void)
|
|||||||
#else
|
#else
|
||||||
m_LightColor.Init(255, 255, 255, 1);
|
m_LightColor.Init(255, 255, 255, 1);
|
||||||
#endif
|
#endif
|
||||||
m_bState = csm_enable.GetBool();
|
m_bState = true;
|
||||||
m_flLightFOV = 45.0f;
|
m_flLightFOV = 45.0f;
|
||||||
m_bEnableShadows = true;
|
m_bEnableShadows = true;
|
||||||
m_bLightOnlyTarget = false;
|
m_bLightOnlyTarget = false;
|
||||||
@@ -391,7 +389,6 @@ void CEnvCascadeLightSecond::Activate(void)
|
|||||||
|
|
||||||
void CEnvCascadeLightSecond::InitialThink(void)
|
void CEnvCascadeLightSecond::InitialThink(void)
|
||||||
{
|
{
|
||||||
m_bState = csm_enable.GetBool();
|
|
||||||
float bibigon = defdist.GetFloat() / curdist.GetFloat();
|
float bibigon = defdist.GetFloat() / curdist.GetFloat();
|
||||||
m_flLightFOV = csm_second_fov.GetFloat() * bibigon;
|
m_flLightFOV = csm_second_fov.GetFloat() * bibigon;
|
||||||
m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target);
|
m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target);
|
||||||
@@ -424,8 +421,6 @@ public:
|
|||||||
void Preparation();
|
void Preparation();
|
||||||
|
|
||||||
//Inputs
|
//Inputs
|
||||||
void InputTurnOn(inputdata_t& inputdata);
|
|
||||||
void InputTurnOff(inputdata_t& inputdata);
|
|
||||||
void InputSetEnableShadows(inputdata_t& inputdata);
|
void InputSetEnableShadows(inputdata_t& inputdata);
|
||||||
void InputSetLightColor( inputdata_t &inputdata );
|
void InputSetLightColor( inputdata_t &inputdata );
|
||||||
void InputSetSpotlightTexture(inputdata_t& inputdata);
|
void InputSetSpotlightTexture(inputdata_t& inputdata);
|
||||||
@@ -459,6 +454,7 @@ private:
|
|||||||
CNetworkVar(float, m_flNearZ);
|
CNetworkVar(float, m_flNearZ);
|
||||||
CNetworkVar(float, m_flFarZ);
|
CNetworkVar(float, m_flFarZ);
|
||||||
CNetworkVar(int, m_nShadowQuality);
|
CNetworkVar(int, m_nShadowQuality);
|
||||||
|
float m_flBrightnessScale;
|
||||||
|
|
||||||
bool m_bEnableThird;
|
bool m_bEnableThird;
|
||||||
|
|
||||||
@@ -484,11 +480,10 @@ DEFINE_KEYFIELD(m_flFarZ, FIELD_FLOAT, "farz"),
|
|||||||
DEFINE_KEYFIELD(m_nShadowQuality, FIELD_INTEGER, "shadowquality"),
|
DEFINE_KEYFIELD(m_nShadowQuality, FIELD_INTEGER, "shadowquality"),
|
||||||
DEFINE_FIELD(m_LinearFloatLightColor, FIELD_VECTOR),
|
DEFINE_FIELD(m_LinearFloatLightColor, FIELD_VECTOR),
|
||||||
DEFINE_KEYFIELD(m_bEnableAngleFromEnv, FIELD_BOOLEAN, "uselightenvangles"),
|
DEFINE_KEYFIELD(m_bEnableAngleFromEnv, FIELD_BOOLEAN, "uselightenvangles"),
|
||||||
|
DEFINE_KEYFIELD(m_flBrightnessScale, FIELD_FLOAT, "brightnessscale"),
|
||||||
|
|
||||||
|
|
||||||
//Inputs
|
//Inputs
|
||||||
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputTurnOn),
|
|
||||||
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputTurnOff),
|
|
||||||
DEFINE_INPUTFUNC(FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows),
|
DEFINE_INPUTFUNC(FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows),
|
||||||
DEFINE_INPUTFUNC(FIELD_COLOR32, "LightColor", InputSetLightColor),
|
DEFINE_INPUTFUNC(FIELD_COLOR32, "LightColor", InputSetLightColor),
|
||||||
DEFINE_INPUTFUNC(FIELD_FLOAT, "Ambient", InputSetAmbient),
|
DEFINE_INPUTFUNC(FIELD_FLOAT, "Ambient", InputSetAmbient),
|
||||||
@@ -530,13 +525,14 @@ CEnvCascadeLight::CEnvCascadeLight(void)
|
|||||||
#else
|
#else
|
||||||
m_LightColor.Init(255, 255, 255, 1);
|
m_LightColor.Init(255, 255, 255, 1);
|
||||||
#endif
|
#endif
|
||||||
m_bState = csm_enable.GetBool();
|
m_bState = true;
|
||||||
m_flLightFOV = 45.0f;
|
m_flLightFOV = 45.0f;
|
||||||
m_bEnableShadows = true;
|
m_bEnableShadows = true;
|
||||||
m_bLightOnlyTarget = false;
|
m_bLightOnlyTarget = false;
|
||||||
m_bLightWorld = true;
|
m_bLightWorld = true;
|
||||||
m_bCameraSpace = false;
|
m_bCameraSpace = false;
|
||||||
m_bEnableAngleFromEnv = false;
|
m_bEnableAngleFromEnv = false;
|
||||||
|
m_flBrightnessScale = 1.0f;
|
||||||
|
|
||||||
Q_strcpy(m_SpotlightTextureName.GetForModify(), "tools\\fakecsm\\mask_center");
|
Q_strcpy(m_SpotlightTextureName.GetForModify(), "tools\\fakecsm\\mask_center");
|
||||||
m_nSpotlightTextureFrame = 0;
|
m_nSpotlightTextureFrame = 0;
|
||||||
@@ -632,6 +628,8 @@ void CEnvCascadeLight::Preparation()
|
|||||||
DevMsg("[FAKE CSM] Main csm entity can't find \"csmorigin\" entity!");
|
DevMsg("[FAKE CSM] Main csm entity can't find \"csmorigin\" entity!");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ConVarRef("csm_brightness_general").SetValue(m_flBrightnessScale);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void CEnvCascadeLight::Spawn()
|
void CEnvCascadeLight::Spawn()
|
||||||
@@ -677,16 +675,6 @@ bool CEnvCascadeLight::KeyValue(const char* szKeyName, const char* szValue)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CEnvCascadeLight::InputTurnOn(inputdata_t& inputdata)
|
|
||||||
{
|
|
||||||
m_bState = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void CEnvCascadeLight::InputTurnOff(inputdata_t& inputdata)
|
|
||||||
{
|
|
||||||
m_bState = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void CEnvCascadeLight::InputSetEnableShadows(inputdata_t& inputdata)
|
void CEnvCascadeLight::InputSetEnableShadows(inputdata_t& inputdata)
|
||||||
{
|
{
|
||||||
@@ -706,10 +694,10 @@ void CEnvCascadeLight::InputSetSpotlightTexture(inputdata_t& inputdata)
|
|||||||
|
|
||||||
void CEnvCascadeLight::Activate(void)
|
void CEnvCascadeLight::Activate(void)
|
||||||
{
|
{
|
||||||
if (GetSpawnFlags() & ENV_CASCADE_STARTON)
|
/*if (GetSpawnFlags() & ENV_CASCADE_STARTON)
|
||||||
{
|
{
|
||||||
m_bState = true;
|
m_bState = true;
|
||||||
}
|
}*/
|
||||||
SetThink(&CEnvCascadeLight::InitialThink);
|
SetThink(&CEnvCascadeLight::InitialThink);
|
||||||
SetNextThink(gpGlobals->curtime + 0.1f);
|
SetNextThink(gpGlobals->curtime + 0.1f);
|
||||||
|
|
||||||
@@ -718,7 +706,6 @@ void CEnvCascadeLight::Activate(void)
|
|||||||
|
|
||||||
void CEnvCascadeLight::InitialThink(void)
|
void CEnvCascadeLight::InitialThink(void)
|
||||||
{
|
{
|
||||||
m_bState = csm_enable.GetBool();
|
|
||||||
m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target);
|
m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target);
|
||||||
float bibigon = defdist.GetFloat() / curdist.GetFloat();
|
float bibigon = defdist.GetFloat() / curdist.GetFloat();
|
||||||
curFOV.SetValue(defFOV.GetFloat() * bibigon);
|
curFOV.SetValue(defFOV.GetFloat() * bibigon);
|
||||||
|
|||||||
Reference in New Issue
Block a user