mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-17 20:10:21 +03:00
- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode - Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots - Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist - Added OnSoundFinished output to ambient_generic - Added the ability to use custom models/nuggets with item_grubnugget - Fixed a crash with citizen medics healing nonexistent targets - Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance - Added keyvalue and input to env_microphone for utilizing a different audio channel - Added "SetPitchScale" input to env_microphone - Fixed info_player_view_proxy not using angles - Fixed dirt variant elite model not being recognized as elite - Made headcrab hints properly register the start of use (for hint outputs) - Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers - Added spawnflag for func_breakable_surf to correctly play the break sound - Added keyvalue for using cheaper warn sound code for combine_mines - Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider - Added signal gesture activities - Fixed stunstick not using metrocop knockout/stun code correctly - Fixed a possible crash involving a NPC's weapon being removed during alt-fire - Fixed(?) flashlight shadow filters - Added support for multiple look entities in trigger_look - Added npc_metropolice alt-firing - Fixed npc_metropolice using pistol burst firing on weapon_357 - Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs - Fixed npc_metropolice not recognizing some crouch activities correctly - Changed weapon_357 so it runs a tracer each shot from NPCs - Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass - Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code - Made game_convar_mod much more reliable - Fixed non-mirrored npc_turret_lab refusing to die - Made npc_turret_lab use SMG1 ammo instead of AR2 ammo - Fixed block LOS brushes sometimes not working with players (and possibly similar issues) - Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research - Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form - Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps - Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research - Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research - Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research - Other misc. fixes
148 lines
3.8 KiB
C++
148 lines
3.8 KiB
C++
//========= 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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#ifndef LIGHTMAPPEDGENERIC_DX9_HELPER_H
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#define LIGHTMAPPEDGENERIC_DX9_HELPER_H
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#include <string.h>
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#include "BaseVSShader.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CBaseVSShader;
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class IMaterialVar;
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class IShaderDynamicAPI;
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class IShaderShadow;
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//-----------------------------------------------------------------------------
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// Init params/ init/ draw methods
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//-----------------------------------------------------------------------------
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struct LightmappedGeneric_DX9_Vars_t
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{
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LightmappedGeneric_DX9_Vars_t() { memset( this, 0xFF, sizeof(LightmappedGeneric_DX9_Vars_t) ); }
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int m_nBaseTexture;
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int m_nBaseTextureFrame;
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int m_nBaseTextureTransform;
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int m_nAlbedo;
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int m_nSelfIllumTint;
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int m_nAlpha2; // Hack for DoD srgb blend issues on overlays
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int m_nDetail;
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int m_nDetailFrame;
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int m_nDetailScale;
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int m_nDetailTextureCombineMode;
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int m_nDetailTextureBlendFactor;
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int m_nDetailTint;
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int m_nEnvmap;
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int m_nEnvmapFrame;
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int m_nEnvmapMask;
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int m_nEnvmapMaskFrame;
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int m_nEnvmapMaskTransform;
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int m_nEnvmapTint;
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int m_nBumpmap;
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int m_nBumpFrame;
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int m_nBumpTransform;
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int m_nEnvmapContrast;
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int m_nEnvmapSaturation;
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int m_nFresnelReflection;
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int m_nNoDiffuseBumpLighting;
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int m_nBumpmap2;
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int m_nBumpFrame2;
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int m_nBumpTransform2;
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int m_nBumpMask;
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int m_nBaseTexture2;
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int m_nBaseTexture2Frame;
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#ifdef MAPBASE
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int m_nBaseTexture2Transform;
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#endif
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int m_nBaseTextureNoEnvmap;
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int m_nBaseTexture2NoEnvmap;
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int m_nDetailAlphaMaskBaseTexture;
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int m_nFlashlightTexture;
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int m_nFlashlightTextureFrame;
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int m_nLightWarpTexture;
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int m_nBlendModulateTexture;
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int m_nMaskedBlending;
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int m_nBlendMaskTransform;
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int m_nSelfShadowedBumpFlag;
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int m_nSeamlessMappingScale;
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int m_nAlphaTestReference;
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int m_nSoftEdges;
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int m_nEdgeSoftnessStart;
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int m_nEdgeSoftnessEnd;
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int m_nOutline;
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int m_nOutlineColor;
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int m_nOutlineAlpha;
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int m_nOutlineStart0;
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int m_nOutlineStart1;
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int m_nOutlineEnd0;
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int m_nOutlineEnd1;
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int m_nPhong;
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int m_nPhongBoost;
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int m_nPhongFresnelRanges;
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int m_nPhongExponent;
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#ifdef PARALLAX_CORRECTED_CUBEMAPS
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// Parallax cubemaps
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int m_nEnvmapParallax; // Needed for editor
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int m_nEnvmapParallaxObb1;
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int m_nEnvmapParallaxObb2;
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int m_nEnvmapParallaxObb3;
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int m_nEnvmapOrigin;
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#endif
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};
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enum PhongMaskVariant_t
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{
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PHONGMASK_NONE,
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PHONGMASK_BASEALPHA,
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PHONGMASK_NORMALALPHA,
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PHONGMASK_STANDALONE,
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};
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struct LightmappedGenericFlashlight_DX9_Vars_t : public CBaseVSShader::DrawFlashlight_dx90_Vars_t
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{
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LightmappedGenericFlashlight_DX9_Vars_t()
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: m_nPhong( -1 )
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, m_nPhongBoost( -1 )
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, m_nPhongFresnelRanges( -1 )
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, m_nPhongExponent( -1 )
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, m_nPhongMask( -1 )
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, m_nPhongMaskFrame( -1 )
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{
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}
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int m_nPhong;
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int m_nPhongBoost;
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int m_nPhongFresnelRanges;
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int m_nPhongExponent;
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int m_nPhongMask;
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int m_nPhongMaskFrame;
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#ifdef MAPBASE
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// Fix for displacements not showing $blendmodulatetexture under a flashlight
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int m_nBlendModulateTexture;
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#endif
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};
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void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info );
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void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info );
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void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr );
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#endif // LIGHTMAPPEDGENERIC_DX9_HELPER_H
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