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https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
* Fixed Source Mod back-compatability by reordering methods in a couple interfaces.
* Added missing singleplayer OSX libs * Updated vpc and libs.
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@ -63,8 +63,6 @@ public:
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// Adds decals to static props, returns point of decal in trace_t
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// Adds decals to static props, returns point of decal in trace_t
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virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd,
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virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd,
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int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0;
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int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0;
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virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
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int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 0;
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// Adds/removes shadows from static props
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// Adds/removes shadows from static props
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virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0;
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virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0;
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virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable ) = 0;
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virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable ) = 0;
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@ -81,6 +79,8 @@ public:
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//===================================================================
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//===================================================================
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virtual void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe ) = 0;
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virtual void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe ) = 0;
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virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
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int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 0;
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};
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};
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class IStaticPropMgrServer : public IStaticPropMgr
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class IStaticPropMgrServer : public IStaticPropMgr
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@ -138,8 +138,6 @@ public:
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// radius of the decal to create.
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// radius of the decal to create.
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virtual void AddDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
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virtual void AddDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
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Vector const& decalUp, int decalIndex, int body, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
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Vector const& decalUp, int decalIndex, int body, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
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virtual void AddColoredDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
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Vector const& decalUp, int decalIndex, int body, Color cColor, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
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// Removes all the decals on a model instance
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// Removes all the decals on a model instance
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virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0;
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virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0;
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@ -176,6 +174,9 @@ public:
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virtual void SuppressEngineLighting( bool bSuppress ) = 0;
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virtual void SuppressEngineLighting( bool bSuppress ) = 0;
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virtual void SetupColorMeshes( int nTotalVerts ) = 0;
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virtual void SetupColorMeshes( int nTotalVerts ) = 0;
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virtual void AddColoredDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
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Vector const& decalUp, int decalIndex, int body, Color cColor, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
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};
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};
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@ -21,12 +21,14 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// This enumerations defines all the four-CC codes for the client lump names
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// This enumerations defines all the four-CC codes for the client lump names
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// TODO: We may have some endian considerations here!
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#define GAMELUMP_MAKE_CODE(a, b, c, d) ((a) << 24 | (b) << 16 | (c) << 8 | (d) << 0)
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enum
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enum
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{
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{
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GAMELUMP_DETAIL_PROPS = 'dprp',
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GAMELUMP_DETAIL_PROPS = GAMELUMP_MAKE_CODE('d', 'p', 'r', 'p'),
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GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt',
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GAMELUMP_DETAIL_PROP_LIGHTING = GAMELUMP_MAKE_CODE('d', 'p', 'l', 't'),
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GAMELUMP_STATIC_PROPS = 'sprp',
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GAMELUMP_STATIC_PROPS = GAMELUMP_MAKE_CODE('s', 'p', 'r', 'p'),
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GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh',
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GAMELUMP_DETAIL_PROP_LIGHTING_HDR = GAMELUMP_MAKE_CODE('d', 'p', 'l', 'h'),
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};
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};
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// Versions...
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// Versions...
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@ -867,7 +867,7 @@ public:
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int iFirstUsed;
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int iFirstUsed;
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int iOrigIndex;
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int iOrigIndex;
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bool operator<(const SortEntry& rhs)
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bool operator<(const SortEntry& rhs) const
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{
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{
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return iFirstUsed < rhs.iFirstUsed;
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return iFirstUsed < rhs.iFirstUsed;
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}
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}
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@ -286,12 +286,8 @@ void CreateDefaultCubemaps( bool bHDR )
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// NOTE: This implementation depends on the fact that all VTF files contain
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// NOTE: This implementation depends on the fact that all VTF files contain
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// all mipmap levels
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// all mipmap levels
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const char *pSkyboxBaseName = FindSkyboxMaterialName();
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const char *pSkyboxBaseName = FindSkyboxMaterialName();
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char skyboxMaterialName[MAX_PATH];
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Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
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IVTFTexture *pSrcVTFTextures[6];
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if( !pSkyboxBaseName )
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if( !skyboxMaterialName )
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{
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{
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if( s_DefaultCubemapNames.Count() )
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if( s_DefaultCubemapNames.Count() )
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{
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{
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@ -300,6 +296,11 @@ void CreateDefaultCubemaps( bool bHDR )
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return;
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return;
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}
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}
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char skyboxMaterialName[MAX_PATH];
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Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
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IVTFTexture *pSrcVTFTextures[6];
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int unionTextureFlags = 0;
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int unionTextureFlags = 0;
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if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) )
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if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) )
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{
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{
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@ -379,7 +379,7 @@ static int SelectDetail( DetailObjectGroup_t const& group )
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static int AddDetailDictLump( const char* pModelName )
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static int AddDetailDictLump( const char* pModelName )
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{
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{
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DetailObjectDictLump_t dictLump;
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DetailObjectDictLump_t dictLump;
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strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
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Q_strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
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for (int i = s_DetailObjectDictLump.Count(); --i >= 0; )
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for (int i = s_DetailObjectDictLump.Count(); --i >= 0; )
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{
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{
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@ -432,7 +432,7 @@ public:
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private:
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private:
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CPhysConvex *CPlaneList::BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
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CPhysConvex *BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
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public:
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public:
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CUtlVector<CPhysConvex *> m_convex;
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CUtlVector<CPhysConvex *> m_convex;
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@ -93,7 +93,7 @@ bool g_bOnlyStaticProps = false;
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bool g_bShowStaticPropNormals = false;
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bool g_bShowStaticPropNormals = false;
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float gamma = 0.5;
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float gamma_value = 0.5;
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float indirect_sun = 1.0;
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float indirect_sun = 1.0;
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float reflectivityScale = 1.0;
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float reflectivityScale = 1.0;
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qboolean do_extra = true;
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qboolean do_extra = true;
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@ -336,7 +336,7 @@ extern dface_t *g_pFaces;
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extern bool g_bMPIProps;
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extern bool g_bMPIProps;
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extern byte nodehit[MAX_MAP_NODES];
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extern byte nodehit[MAX_MAP_NODES];
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extern float gamma;
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extern float gamma_value;
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extern float indirect_sun;
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extern float indirect_sun;
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extern float smoothing_threshold;
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extern float smoothing_threshold;
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extern int dlight_map;
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extern int dlight_map;
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@ -524,7 +524,8 @@ private:
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bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace )
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bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace )
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{
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{
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// Create sky face winding.
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// Create sky face winding.
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winding_t *pWinding = WindingFromFace( pFace, Vector( 0.0f, 0.0f, 0.0f ) );
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Vector v( 0.0f, 0.0f, 0.0f );
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winding_t *pWinding = WindingFromFace( pFace, v );
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// Test point in winding. (Since it is at the node, it is in the plane.)
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// Test point in winding. (Since it is at the node, it is in the plane.)
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bool bRet = PointInWinding( pt, pWinding );
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bool bRet = PointInWinding( pt, pWinding );
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