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Author SHA1 Message Date
1724a7e754 Update physics_impact_damage.cpp 2025-01-03 22:31:11 +03:00
9 changed files with 14 additions and 8 deletions

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@@ -255,6 +255,12 @@ float CalculatePhysicsImpactDamage( int index, gamevcollisionevent_t *pEvent, co
if ( pEvent->pEntities[0] == pEvent->pEntities[1] )
return 0;
if (pEvent->pEntities[otherIndex]->GetCollisionGroup() == COLLISION_GROUP_VEHICLE)
{
//Our friend is 100% vehicle, reassigning to the damage type.
damageType = DMG_VEHICLE;
}
if ( pEvent->pObjects[otherIndex]->GetGameFlags() & FVPHYSICS_NO_NPC_IMPACT_DMG )
{
if( pEvent->pEntities[index]->IsNPC() || pEvent->pEntities[index]->IsPlayer() )

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@@ -206,7 +206,7 @@ void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** param
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
}
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
bool bFlashlightShadows = false;
if( bHasFlashlight )
{

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@@ -274,7 +274,7 @@ void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params,
if ( bDrawFlashlightAdditivePass == true )
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
if ( bDrawFlashlightAdditivePass == false )
{
pShaderAPI->GetDX9LightState( &lightState );

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@@ -222,7 +222,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
// Set Vertex Shader Combos
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
pShaderAPI->GetDX9LightState( &lightState );
DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );

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@@ -234,7 +234,7 @@ void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
}
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
if( !hasFlashlight )
pShaderAPI->GetDX9LightState( &lightState );

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@@ -638,7 +638,7 @@ BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" )
DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() );
int numBones = pShaderAPI->GetCurrentNumBones();
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
if ( bVertexLit && !bFullBright )
{
pShaderAPI->GetDX9LightState( &lightState );

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@@ -611,7 +611,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
}
}
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
bool bFlashlightShadows = false;
if( bHasFlashlight )
{

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@@ -1188,7 +1188,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
// Set up light combo state
LightState_t lightState = LightState_t();
LightState_t lightState = {0, false, false};
if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) )
{
pShaderAPI->GetDX9LightState( &lightState );

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@@ -310,7 +310,7 @@ void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDyn
}
// Set up light combo state
LightState_t lightState = LightState_t();
LightState_t lightState = {0, false, false};
if ( bVertexLitGeneric && !hasFlashlight )
{
pShaderAPI->GetDX9LightState( &lightState );