mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
Mapbase v5.0
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
This commit is contained in:
@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose:
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//
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226
sp/src/game/client/mapbase/c_func_fake_worldportal.cpp
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226
sp/src/game/client/mapbase/c_func_fake_worldportal.cpp
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//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose: Recreates Portal 2 linked_portal_door functionality using SDK code only.
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// (basically a combination of point_camera and func_reflective_glass)
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "view_shared.h"
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#include "viewrender.h"
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#include "c_func_fake_worldportal.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_CLIENTCLASS_DT( C_FuncFakeWorldPortal, DT_FuncFakeWorldPortal, CFuncFakeWorldPortal )
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RecvPropEHandle( RECVINFO( m_hTargetPlane ) ),
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RecvPropVector( RECVINFO( m_PlaneAngles ) ),
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RecvPropInt( RECVINFO( m_iSkyMode ) ),
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RecvPropFloat( RECVINFO( m_flScale ) ),
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RecvPropString( RECVINFO( m_iszRenderTarget ) ),
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RecvPropEHandle( RECVINFO( m_hFogController ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Globals
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//-----------------------------------------------------------------------------
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C_EntityClassList<C_FuncFakeWorldPortal> g_FakeWorldPortalList;
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template<> C_FuncFakeWorldPortal *C_EntityClassList<C_FuncFakeWorldPortal>::m_pClassList = NULL;
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C_FuncFakeWorldPortal* GetFakeWorldPortalList()
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{
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return g_FakeWorldPortalList.m_pClassList;
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}
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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C_FuncFakeWorldPortal::C_FuncFakeWorldPortal()
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{
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m_iszRenderTarget[0] = '\0';
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g_FakeWorldPortalList.Insert( this );
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}
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C_FuncFakeWorldPortal::~C_FuncFakeWorldPortal()
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{
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g_FakeWorldPortalList.Remove( this );
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}
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bool C_FuncFakeWorldPortal::ShouldDraw()
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{
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return true;
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}
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//-----------------------------------------------------------------------------
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// Do we have a fake world portal in view?
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//-----------------------------------------------------------------------------
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C_FuncFakeWorldPortal *IsFakeWorldPortalInView( const CViewSetup& view, cplane_t &plane )
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{
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// Early out if no cameras
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C_FuncFakeWorldPortal *pReflectiveGlass = GetFakeWorldPortalList();
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if ( !pReflectiveGlass )
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return NULL;
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Frustum_t frustum;
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GeneratePerspectiveFrustum( view.origin, view.angles, view.zNear, view.zFar, view.fov, view.m_flAspectRatio, frustum );
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cplane_t localPlane;
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Vector vecOrigin, vecWorld, vecDelta, vecForward;
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AngleVectors( view.angles, &vecForward, NULL, NULL );
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for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
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{
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if ( pReflectiveGlass->IsDormant() )
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continue;
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if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
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continue;
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Vector vecMins, vecMaxs;
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pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
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if ( R_CullBox( vecMins, vecMaxs, frustum ) )
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continue;
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const model_t *pModel = pReflectiveGlass->GetModel();
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const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
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int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
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for ( int i = 0; i < nCount; ++i )
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{
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modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
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MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
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VectorTransform( vecOrigin, mat, vecWorld );
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if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
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continue;
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VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
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if ( vecDelta.Dot( plane.normal ) >= 0 )
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continue;
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// Must have valid plane
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if ( !pReflectiveGlass->m_hTargetPlane )
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continue;
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return pReflectiveGlass;
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Iterates through fake world portals instead of just picking one
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//-----------------------------------------------------------------------------
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C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const CViewSetup& view, cplane_t &plane,
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const Frustum_t &frustum )
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{
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// Early out if no cameras
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C_FuncFakeWorldPortal *pReflectiveGlass = NULL;
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if (!pStart)
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pReflectiveGlass = GetFakeWorldPortalList();
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else
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pReflectiveGlass = pStart->m_pNext;
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cplane_t localPlane;
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Vector vecOrigin, vecWorld, vecDelta;
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for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
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{
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if ( pReflectiveGlass->IsDormant() )
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continue;
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if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
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continue;
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Vector vecMins, vecMaxs;
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pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
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if ( R_CullBox( vecMins, vecMaxs, frustum ) )
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continue;
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const model_t *pModel = pReflectiveGlass->GetModel();
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const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
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int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
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for ( int i = 0; i < nCount; ++i )
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{
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modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
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MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
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VectorTransform( vecOrigin, mat, vecWorld );
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if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
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continue;
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VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
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if ( vecDelta.Dot( plane.normal ) >= 0 )
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continue;
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// Must have valid plane
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if ( !pReflectiveGlass->m_hTargetPlane )
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continue;
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return pReflectiveGlass;
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}
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}
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return NULL;
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}
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void C_FuncFakeWorldPortal::OnDataChanged( DataUpdateType_t type )
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{
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// Reset render texture
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m_pRenderTarget = NULL;
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// Reset fog
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m_pFog = NULL;
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return BaseClass::OnDataChanged( type );
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}
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extern ITexture *GetWaterReflectionTexture( void );
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ITexture *C_FuncFakeWorldPortal::RenderTarget()
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{
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if (m_iszRenderTarget[0] != '\0')
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{
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if (!m_pRenderTarget)
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{
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// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
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m_pRenderTarget = materials->FindTexture( m_iszRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
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}
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if (m_pRenderTarget)
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return m_pRenderTarget;
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}
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return GetWaterReflectionTexture();
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}
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fogparams_t *C_FuncFakeWorldPortal::GetFog()
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{
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if (m_pFog)
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return m_pFog;
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if (m_hFogController)
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{
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C_FogController *pFogController = dynamic_cast<C_FogController*>(m_hFogController.Get());
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if (pFogController)
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{
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m_pFog = &pFogController->m_fog;
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}
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else
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{
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Warning("%s is not an env_fog_controller\n", m_hFogController->GetEntityName());
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}
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}
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return NULL;
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}
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64
sp/src/game/client/mapbase/c_func_fake_worldportal.h
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64
sp/src/game/client/mapbase/c_func_fake_worldportal.h
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@@ -0,0 +1,64 @@
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//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose: Recreates Portal 2 linked_portal_door functionality using SDK code only.
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// (basically a combination of point_camera and func_reflective_glass)
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef C_FUNC_FAKE_WORLDPORTAL
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#define C_FUNC_FAKE_WORLDPORTAL
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#ifdef _WIN32
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#pragma once
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#endif
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struct cplane_t;
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class CViewSetup;
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class C_FuncFakeWorldPortal : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_FuncFakeWorldPortal, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_FuncFakeWorldPortal();
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virtual ~C_FuncFakeWorldPortal();
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virtual bool ShouldDraw();
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virtual void OnDataChanged( DataUpdateType_t type );
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SkyboxVisibility_t SkyMode() { return m_iSkyMode; }
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ITexture *RenderTarget();
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fogparams_t *GetFog();
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public:
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EHANDLE m_hTargetPlane;
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QAngle m_PlaneAngles;
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SkyboxVisibility_t m_iSkyMode;
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float m_flScale;
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EHANDLE m_hFogController;
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fogparams_t *m_pFog;
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char m_iszRenderTarget[64];
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ITexture *m_pRenderTarget;
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C_FuncFakeWorldPortal *m_pNext;
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};
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//-----------------------------------------------------------------------------
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// Do we have reflective glass in view? If so, what's the reflection plane?
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//-----------------------------------------------------------------------------
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C_FuncFakeWorldPortal *IsFakeWorldPortalInView( const CViewSetup& view, cplane_t &plane );
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C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const CViewSetup& view, cplane_t &plane,
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const Frustum_t &frustum );
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#endif // C_FUNC_FAKE_WORLDPORTAL
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103
sp/src/game/client/mapbase/c_point_glow.cpp
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103
sp/src/game/client/mapbase/c_point_glow.cpp
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//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose: Mapbase off-shoot of tf_glow (created using SDK code only)
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//
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//===========================================================================//
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#include "cbase.h"
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#include "glow_outline_effect.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class C_PointGlow : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_PointGlow, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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~C_PointGlow();
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enum
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{
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GLOW_VIS_ALWAYS,
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GLOW_VIS_NOT_WHEN_VISIBLE,
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GLOW_VIS_ONLY_WHEN_VISIBLE,
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};
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void OnDataChanged( DataUpdateType_t type );
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CGlowObject *GetGlowObject( void ){ return m_pGlowEffect; }
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void UpdateGlowEffect( void );
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void DestroyGlowEffect( void );
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EHANDLE m_hGlowTarget;
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color32 m_GlowColor;
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bool m_bGlowDisabled;
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CGlowObject *m_pGlowEffect;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_PointGlow, DT_PointGlow, CPointGlow )
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RecvPropEHandle( RECVINFO( m_hGlowTarget ) ),
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RecvPropInt( RECVINFO( m_GlowColor ), 0, RecvProxy_IntToColor32 ),
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RecvPropBool( RECVINFO( m_bGlowDisabled ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PointGlow::~C_PointGlow()
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{
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DestroyGlowEffect();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PointGlow::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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UpdateGlowEffect();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PointGlow::UpdateGlowEffect( void )
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{
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// destroy the existing effect
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if ( m_pGlowEffect )
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{
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DestroyGlowEffect();
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}
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// create a new effect
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if ( !m_bGlowDisabled )
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{
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Vector4D vecColor( m_GlowColor.r, m_GlowColor.g, m_GlowColor.b, m_GlowColor.a );
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for (int i = 0; i < 4; i++)
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{
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if (vecColor[i] == 0.0f)
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continue;
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vecColor[i] /= 255.0f;
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}
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m_pGlowEffect = new CGlowObject( m_hGlowTarget, vecColor.AsVector3D(), vecColor.w, true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PointGlow::DestroyGlowEffect( void )
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{
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if ( m_pGlowEffect )
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{
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delete m_pGlowEffect;
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m_pGlowEffect = NULL;
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}
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}
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Reference in New Issue
Block a user