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62
engine/r_local.h
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62
engine/r_local.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef R_LOCAL_H
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#define R_LOCAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "surfacehandle.h"
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#include "bspfile.h"
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extern int r_framecount;
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// NOTE: We store all 256 here so that 255 can be accessed easily...
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern int d_lightstyleframe[256]; // Frame when the light style value changed
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extern int d_lightstylenumframes[256]; // number of frames in the lightstyle
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extern ConVar r_lightmapcolorscale;
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extern ConVar r_decals;
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extern ConVar mp_decals;
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extern ConVar r_lightmap;
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extern ConVar r_lightstyle;
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extern int r_dlightchanged; // which ones changed
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extern int r_dlightactive; // which ones are active
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extern VMatrix g_BrushToWorldMatrix;
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class IClientEntity;
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colorVec R_LightPoint (Vector& p);
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// returns surfID
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SurfaceHandle_t R_LightVec (const Vector& start, const Vector& end, bool bUseLightStyles, Vector& c, float *textureS = NULL, float *textureT = NULL, float *lightmapS = NULL, float *lightmapT = NULL);
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// This is to allow us to do R_LightVec on a brush model
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void R_LightVecUseModel(model_t* pModel = 0);
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void R_InitStudio( void );
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void R_LoadSkys (void);
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void R_DecalInit ( void );
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void R_AnimateLight (void);
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void MarkDLightsOnStaticProps( void );
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//-----------------------------------------------------------------------------
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// Method to get at the light style value
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//-----------------------------------------------------------------------------
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inline float LightStyleValue( int style )
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{
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Assert( style >= 0 && style < MAX_LIGHTSTYLES );
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return ( float )d_lightstylevalue[style] * (1.0f / 264.0f);
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}
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#endif // R_LOCAL_H
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