mirror of
https://github.com/celisej567/source-sdk-2013.git
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Mapbase v4.2
- Added keyvalue to use random bounds on logic_timer to limit AddToTimer/SubtractFromTimer inputs (suggested by White_Red_Dragons) - Fixed inconsistent env_projectedtexture state on save/load - Added code to allow skybox to use a direct entity handle instead of a stored origin and angles in order to take advantage of entity interpolation while moving (less jittering) - Moved map-specific file manifest parsing to happen after other entities are created (highly experimental) - Added various misc. code improvements related to debug build and MP branch - Fixed some VScript ammo type-related code forgotten in the previous update - Added more VScript functions to CBaseAnimating, including pose parameter functions and the ability to look up bones and get bone position - Added more origin and angles functions for VScript (suggested by krassell)
This commit is contained in:
@@ -396,6 +396,10 @@ protected:
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void Enable3dSkyboxFog( void );
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void DrawInternal( view_id_t iSkyBoxViewID, bool bInvokePreAndPostRender, ITexture *pRenderTarget, ITexture *pDepthTarget );
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#ifdef MAPBASE
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void CalculateSkyAngles( const QAngle &angAngles );
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#endif
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sky3dparams_t * PreRender3dSkyboxWorld( SkyboxVisibility_t nSkyboxVisible );
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sky3dparams_t *m_pSky3dParams;
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@@ -4969,59 +4973,40 @@ void CSkyboxView::DrawInternal( view_id_t iSkyBoxViewID, bool bInvokePreAndPostR
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// Skybox angle support.
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//
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// If any of the angles aren't 0, do the rotation code.
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if (m_pSky3dParams->angles.GetX() != 0 ||
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m_pSky3dParams->angles.GetY() != 0 ||
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m_pSky3dParams->angles.GetZ() != 0)
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if (m_pSky3dParams->skycamera)
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{
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// Unfortunately, it's not as simple as "angles += m_pSky3dParams->angles".
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// This stuff took a long time to figure out. I'm glad I got it working.
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// Re-use the x coordinate to determine if we shuld do this with angles
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if (m_pSky3dParams->angles.GetX() != 0)
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{
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CalculateSkyAngles( m_pSky3dParams->skycamera->GetAbsAngles() );
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}
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// First, create a matrix for the sky's angles.
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matrix3x4_t matSkyAngles;
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AngleMatrix( m_pSky3dParams->angles, matSkyAngles );
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// The code in between the lines below was mostly lifted from projected texture screenspace code and was a huge lifesaver.
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// The comments are my attempt at explaining the little I understand of what's going on here.
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// ----------------------------------------------------------------------
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// These are the vectors that would eventually become our final angle directions.
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Vector vecSkyForward, vecSkyRight, vecSkyUp;
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// Get vectors from our original angles.
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Vector vPlayerForward, vPlayerRight, vPlayerUp;
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AngleVectors( angles, &vPlayerForward, &vPlayerRight, &vPlayerUp );
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// Transform them from our sky angles matrix and put the results in those vectors we declared earlier.
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VectorTransform( vPlayerForward, matSkyAngles, vecSkyForward );
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VectorTransform( vPlayerRight, matSkyAngles, vecSkyRight );
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VectorTransform( vPlayerUp, matSkyAngles, vecSkyUp );
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// Normalize them.
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VectorNormalize( vecSkyForward );
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VectorNormalize( vecSkyRight );
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VectorNormalize( vecSkyUp );
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// Now do a bit of quaternion magic and apply that to our original angles.
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// This works perfectly, so I'm not gonna touch it.
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Quaternion quat;
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BasisToQuaternion( vecSkyForward, vecSkyRight, vecSkyUp, quat );
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QuaternionAngles( quat, angles );
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// End of code mostly lifted from projected texture screenspace stuff
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// ----------------------------------------------------------------------
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// Now just rotate our origin with that matrix.
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// We create a copy of the origin since VectorRotate doesn't want in1 to be the same variable as the destination.
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VectorRotate(Vector(origin), matSkyAngles, origin);
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VectorAdd( origin, m_pSky3dParams->skycamera->GetAbsOrigin(), origin );
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}
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#endif
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else
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{
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if (m_pSky3dParams->angles.GetX() != 0 ||
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m_pSky3dParams->angles.GetY() != 0 ||
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m_pSky3dParams->angles.GetZ() != 0)
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{
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CalculateSkyAngles( m_pSky3dParams->angles.Get() );
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}
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VectorAdd( origin, m_pSky3dParams->origin, origin );
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}
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#else
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VectorAdd( origin, m_pSky3dParams->origin, origin );
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#endif
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// BUGBUG: Fix this!!! We shouldn't need to call setup vis for the sky if we're connecting
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// the areas. We'd have to mark all the clusters in the skybox area in the PVS of any
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// cluster with sky. Then we could just connect the areas to do our vis.
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//m_bOverrideVisOrigin could hose us here, so call direct
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#ifdef MAPBASE
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render->ViewSetupVis( false, 1, m_pSky3dParams->skycamera ? &m_pSky3dParams->skycamera->GetAbsOrigin() : &m_pSky3dParams->origin.Get() );
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#else
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render->ViewSetupVis( false, 1, &m_pSky3dParams->origin.Get() );
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#endif
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render->Push3DView( (*this), m_ClearFlags, pRenderTarget, GetFrustum(), pDepthTarget );
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// Store off view origin and angles
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@@ -5079,6 +5064,55 @@ void CSkyboxView::DrawInternal( view_id_t iSkyBoxViewID, bool bInvokePreAndPostR
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#endif
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CSkyboxView::CalculateSkyAngles( const QAngle &angAngles )
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{
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// Unfortunately, it's not as simple as "angles += m_pSky3dParams->angles".
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// This stuff took a long time to figure out. I'm glad I got it working.
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// First, create a matrix for the sky's angles.
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matrix3x4_t matSkyAngles;
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AngleMatrix( angAngles, matSkyAngles );
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// The code in between the lines below was mostly lifted from projected texture screenspace code and was a huge lifesaver.
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// The comments are my attempt at explaining the little I understand of what's going on here.
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// ----------------------------------------------------------------------
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// These are the vectors that would eventually become our final angle directions.
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Vector vecSkyForward, vecSkyRight, vecSkyUp;
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// Get vectors from our original angles.
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Vector vPlayerForward, vPlayerRight, vPlayerUp;
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AngleVectors( angles, &vPlayerForward, &vPlayerRight, &vPlayerUp );
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// Transform them from our sky angles matrix and put the results in those vectors we declared earlier.
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VectorTransform( vPlayerForward, matSkyAngles, vecSkyForward );
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VectorTransform( vPlayerRight, matSkyAngles, vecSkyRight );
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VectorTransform( vPlayerUp, matSkyAngles, vecSkyUp );
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// Normalize them.
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VectorNormalize( vecSkyForward );
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VectorNormalize( vecSkyRight );
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VectorNormalize( vecSkyUp );
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// Now do a bit of quaternion magic and apply that to our original angles.
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// This works perfectly, so I'm not gonna touch it.
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Quaternion quat;
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BasisToQuaternion( vecSkyForward, vecSkyRight, vecSkyUp, quat );
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QuaternionAngles( quat, angles );
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// End of code mostly lifted from projected texture screenspace stuff
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// ----------------------------------------------------------------------
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// Now just rotate our origin with that matrix.
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// We create a copy of the origin since VectorRotate doesn't want in1 to be the same variable as the destination.
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VectorRotate(Vector(origin), matSkyAngles, origin);
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}
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#endif
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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