mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
- Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn - Added WIP background nodraw for point_cameras set to not draw skybox at all - Fixed map-specific talker not flushing on restore - Added optional HUD hint to code-based game instructor hints - Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD) - Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input - Fixed math_mod not saving mod value (reported by Klems) - Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps - Updated thirdpartylegalnotices.txt to mention the Squirrel API - Fixed incorrect type checking for script instances in VScript - Added a bunch of new misc. VScript constants - Added a few new base VScript functions - Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts - Fixed worldspawn crashing the game when running entity scripts (reported by krassell) - Fixed manifests creating a second worldspawn, allowing them to function properly in HL2 - Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping - Added a keyvalue to func_instance which allows vector axis lines to be remapped properly - Added support for manifest root path instances in VBSP - Added missing PrintBrushContents() contents to VBSP - Added -nohiddenmaps parameter - Made manifest cordon somewhat functional
88 lines
1.9 KiB
C++
88 lines
1.9 KiB
C++
#include "shaderlib/cshader.h"
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class sdk_windowimposter_ps20_Static_Index
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{
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private:
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int m_nPARALLAXCORRECT;
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#ifdef _DEBUG
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bool m_bPARALLAXCORRECT;
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#endif
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public:
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void SetPARALLAXCORRECT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPARALLAXCORRECT = i;
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#ifdef _DEBUG
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m_bPARALLAXCORRECT = true;
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#endif
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}
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void SetPARALLAXCORRECT( bool i )
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{
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m_nPARALLAXCORRECT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPARALLAXCORRECT = true;
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#endif
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}
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public:
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sdk_windowimposter_ps20_Static_Index( )
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{
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#ifdef _DEBUG
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m_bPARALLAXCORRECT = false;
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#endif // _DEBUG
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m_nPARALLAXCORRECT = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bPARALLAXCORRECT;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 2 * m_nPARALLAXCORRECT ) + 0;
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}
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};
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#define shaderStaticTest_sdk_windowimposter_ps20 psh_forgot_to_set_static_PARALLAXCORRECT + 0
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class sdk_windowimposter_ps20_Dynamic_Index
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{
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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void SetPIXELFOGTYPE( bool i )
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{
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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public:
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sdk_windowimposter_ps20_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_sdk_windowimposter_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
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