mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2024-12-27 07:15:31 +03:00
Merged dev changes 9/7/2019
- Experimental RPC stuff for the future - Fixed players running over allies with vehicles (kind of) - Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists) - Fixed SDK_EyeRefract - Fixed env_beam SetStart/EndEntity - New "OnStateChange" output on NPCs - scripted_face removed (use generic facing VCDs instead) - Fixed RPC - Miscellaneous code cleanup
This commit is contained in:
parent
3d464bc051
commit
031e383fb5
@ -219,6 +219,9 @@ IEngineReplay *g_pEngineReplay = NULL;
|
||||
IEngineClientReplay *g_pEngineClientReplay = NULL;
|
||||
IReplaySystem *g_pReplay = NULL;
|
||||
#endif
|
||||
#ifdef MAPBASE
|
||||
IVEngineServer *serverengine = NULL;
|
||||
#endif
|
||||
|
||||
IHaptics* haptics = NULL;// NVNT haptics system interface singleton
|
||||
|
||||
@ -949,6 +952,15 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi
|
||||
return false;
|
||||
#endif
|
||||
|
||||
#ifdef MAPBASE
|
||||
// Implements the server engine interface on the client.
|
||||
// I'm extremely confused as to how this is even possible, but Saul Rennison's worldlight did it.
|
||||
// If it's really this possible, why wasn't it available before?
|
||||
// Hopefully there's no SP-only magic going on here, because I want to use this for RPC.
|
||||
if ( (serverengine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL )) == NULL )
|
||||
return false;
|
||||
#endif
|
||||
|
||||
if (!g_pMatSystemSurface)
|
||||
return false;
|
||||
|
||||
|
@ -110,6 +110,9 @@ extern IReplayManager *g_pReplayManager;
|
||||
extern IReplayScreenshotManager *g_pReplayScreenshotManager;
|
||||
extern IEngineReplay *g_pEngineReplay;
|
||||
extern IEngineClientReplay *g_pEngineClientReplay;
|
||||
#ifdef MAPBASE
|
||||
extern IVEngineServer *serverengine;
|
||||
#endif
|
||||
|
||||
//=============================================================================
|
||||
// HPE_BEGIN
|
||||
|
@ -1451,9 +1451,6 @@ void CClientShadowMgr::InitDepthTextureShadows()
|
||||
VPROF_BUDGET( "CClientShadowMgr::InitDepthTextureShadows", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
|
||||
|
||||
#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
|
||||
// SAUL: start benchmark timer
|
||||
//CFastTimer timer;
|
||||
//timer.Start();
|
||||
// SAUL: set m_nDepthTextureResolution to the depth resolution we want
|
||||
m_nDepthTextureResolution = r_flashlightdepthres.GetInt();
|
||||
#endif
|
||||
@ -1525,11 +1522,6 @@ void CClientShadowMgr::InitDepthTextureShadows()
|
||||
|
||||
materials->EndRenderTargetAllocation();
|
||||
}
|
||||
|
||||
#if defined(MAPBASE) && !defined(ASW_PROJECTED_TEXTURES)
|
||||
//timer.End();
|
||||
//DevMsg("InitDepthTextureShadows took %.2f msec\n", timer.GetDuration().GetMillisecondsF());
|
||||
#endif
|
||||
}
|
||||
|
||||
void CClientShadowMgr::ShutdownDepthTextureShadows()
|
||||
|
@ -120,6 +120,14 @@ void CWorldLights::Clear()
|
||||
//-----------------------------------------------------------------------------
|
||||
bool CWorldLights::Init()
|
||||
{
|
||||
#ifdef MAPBASE
|
||||
// Moved to its own clientside interface after I found out it was possible
|
||||
// (still have no idea how or why this works)
|
||||
if ((g_pEngineServer = serverengine) == NULL)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
#else
|
||||
factorylist_t factories;
|
||||
FactoryList_Retrieve(factories);
|
||||
|
||||
@ -127,6 +135,7 @@ bool CWorldLights::Init()
|
||||
return false;
|
||||
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -27,6 +27,9 @@ public:
|
||||
// Find the brightest light source at a point
|
||||
//-------------------------------------------------------------------------
|
||||
bool GetBrightestLightSource(const Vector &vecPosition, Vector &vecLightPos, Vector &vecLightBrightness);
|
||||
#ifdef MAPBASE
|
||||
bool GetCumulativeLightSource(const Vector &vecPosition, Vector &vecLightPos, float flMinBrightnessSqr);
|
||||
#endif
|
||||
|
||||
// CAutoGameSystem overrides
|
||||
public:
|
||||
|
@ -50,8 +50,8 @@ public:
|
||||
void InputStrikeOnce( inputdata_t &inputdata );
|
||||
#ifdef MAPBASE
|
||||
void InputAmplitude( inputdata_t &inputdata );
|
||||
void InputSetStartEntity( inputdata_t &inputdata ) { m_iszStartEntity = inputdata.value.StringID(); }
|
||||
void InputSetEndEntity( inputdata_t &inputdata ) { m_iszEndEntity = inputdata.value.StringID(); }
|
||||
void InputSetStartEntity( inputdata_t &inputdata ) { m_iszStartEntity = inputdata.value.StringID(); BeamUpdateVars(); }
|
||||
void InputSetEndEntity( inputdata_t &inputdata ) { m_iszEndEntity = inputdata.value.StringID(); BeamUpdateVars(); }
|
||||
#endif
|
||||
|
||||
void TurnOn( void );
|
||||
|
@ -717,9 +717,9 @@ bool CAI_BaseNPC::PassesDamageFilter( const CTakeDamageInfo &info )
|
||||
if ( IServerVehicle *pVehicle = info.GetAttacker()->GetServerVehicle() )
|
||||
{
|
||||
m_fNoDamageDecal = true;
|
||||
if (pVehicle->GetPassenger() && pVehicle->GetPassenger()->IRelationType(this) != D_LI)
|
||||
if (pVehicle->GetPassenger() && pVehicle->GetPassenger()->IRelationType(this) == D_LI)
|
||||
{
|
||||
// MAPBASE FIXME: Players could probably bail from their cars to kill NPCs with this!
|
||||
// Players could bail from their cars to kill NPCs with this!
|
||||
// Is there a "last passenger" variable we could use?
|
||||
return false;
|
||||
}
|
||||
@ -4571,6 +4571,20 @@ void CAI_BaseNPC::SetState( NPC_STATE State )
|
||||
// Notify the character that its state has changed.
|
||||
if( fNotifyChange )
|
||||
{
|
||||
#ifdef MAPBASE
|
||||
// Doing OnStateChange here instead of in OnStateChange() to prevent override shenanigans.
|
||||
|
||||
// Assume our enemy is the activator.
|
||||
// States that don't have an enemy have a NULL activator, which is fine.
|
||||
CBaseEntity *pActivator = GetEnemy();
|
||||
|
||||
// If we entered a script, use the scripted_sequence as the activator
|
||||
if (m_NPCState == NPC_STATE_SCRIPT)
|
||||
pActivator = m_hCine;
|
||||
|
||||
m_OnStateChange.Set(m_NPCState, pActivator, this);
|
||||
#endif
|
||||
|
||||
OnStateChange( OldState, m_NPCState );
|
||||
}
|
||||
}
|
||||
@ -11642,6 +11656,8 @@ BEGIN_DATADESC( CAI_BaseNPC )
|
||||
DEFINE_INPUTFUNC( FIELD_STRING, "SetHintGroup", InputSetHintGroup ),
|
||||
|
||||
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetThinkNPC", InputSetThinkNPC ),
|
||||
|
||||
DEFINE_OUTPUT( m_OnStateChange, "OnStateChange" ),
|
||||
#endif
|
||||
|
||||
// Function pointers
|
||||
@ -14091,17 +14107,6 @@ void CAI_BaseNPC::ParseScriptedNPCInteractions( void )
|
||||
else
|
||||
{
|
||||
szCriteria = UTIL_VarArgs("%s,%s:%s", szCriteria, szName, szValue);
|
||||
|
||||
/*
|
||||
ResponseContext_t context;
|
||||
context.m_iszName = AllocPooledString(szName);
|
||||
context.m_iszValue = AllocPooledString(szValue);
|
||||
context.m_fExpirationTime = 0.0;
|
||||
|
||||
DevMsg("ADDING CONTEXT: \"%s, %s\"\n", szName, szValue);
|
||||
|
||||
sInteraction.MiscCriteria.AddToTail(context);
|
||||
*/
|
||||
}
|
||||
|
||||
pCurNode = pCurNode->GetNextKey();
|
||||
|
@ -2059,6 +2059,8 @@ public:
|
||||
COutputEHANDLE m_OnUnholsterWeapon;
|
||||
|
||||
COutputEHANDLE m_OnItemPickup;
|
||||
|
||||
COutputInt m_OnStateChange;
|
||||
#endif
|
||||
|
||||
public:
|
||||
|
@ -1431,13 +1431,13 @@ public:
|
||||
|
||||
bool RedirectToFilter( CBaseEntity *pCaller, CBaseEntity *pEntity )
|
||||
{
|
||||
if (GetTargetFilter())
|
||||
if (GetTargetFilter() && pEntity)
|
||||
{
|
||||
CBaseFilter *pFilter = static_cast<CBaseFilter*>(GetTargetFilter());
|
||||
return pFilter->PassesFilter(pCaller, pEntity);
|
||||
}
|
||||
|
||||
return false;
|
||||
return pEntity != NULL;
|
||||
}
|
||||
|
||||
bool RedirectToDamageFilter( CBaseEntity *pCaller, const CTakeDamageInfo &info )
|
||||
@ -1448,7 +1448,7 @@ public:
|
||||
return pFilter->PassesDamageFilter(pCaller, info);
|
||||
}
|
||||
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool PassesDamageFilterImpl( CBaseEntity *pCaller, const CTakeDamageInfo &info )
|
||||
|
@ -1673,7 +1673,7 @@ bool CNPC_LabTurret::UpdateFacing( void )
|
||||
|
||||
// Update pitch
|
||||
// Pitch is faster than the others, but it also kind of jiggles when targetting.
|
||||
float flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.15f * MaxYawSpeed() ) );
|
||||
float flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, (GetActivity() != ACT_CEILING_TURRET_CLOSE ? 0.15f : 0.1f) * MaxYawSpeed() ) );
|
||||
|
||||
SetPoseParameter( m_poseAim_Pitch, GetPoseParameter( m_poseAim_Pitch ) + ( flDiff * 2.0f ) );
|
||||
|
||||
|
@ -89,7 +89,9 @@ void CV_InitMod()
|
||||
|
||||
void CVEnt_Precache(CMapbaseCVarModEntity *modent)
|
||||
{
|
||||
// Maybe add some security/notification stuff here later
|
||||
if (Q_strstr(STRING(modent->m_target), "sv_allow_logic_convar"))
|
||||
return;
|
||||
|
||||
CV_InitMod();
|
||||
}
|
||||
void CVEnt_Activate(CMapbaseCVarModEntity *modent, CBaseEntity *pActivator = UTIL_GetLocalPlayer())
|
||||
|
@ -255,7 +255,8 @@ void CGameEnd::InputGameEnd( inputdata_t &inputdata )
|
||||
#ifdef MAPBASE
|
||||
void CGameEnd::InputGameEndSP( inputdata_t &inputdata )
|
||||
{
|
||||
// Things like mapping competitions should operate with given strings for specific endings (e.g. background maps).
|
||||
// This basically just acts as a shortcut for the "startupmenu force"/disconnection command.
|
||||
// Things like mapping competitions could change this code based on given strings for specific endings (e.g. background maps).
|
||||
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
||||
if (pPlayer)
|
||||
engine->ClientCommand(pPlayer->edict(), "startupmenu force");
|
||||
|
@ -2288,157 +2288,6 @@ int CAI_ScriptedSentence::StartSentence( CAI_BaseNPC *pTarget )
|
||||
}
|
||||
|
||||
#ifdef MAPBASE
|
||||
class CAI_ScriptedFace : public CPointEntity
|
||||
{
|
||||
public:
|
||||
DECLARE_CLASS( CAI_ScriptedFace, CPointEntity );
|
||||
|
||||
CAI_ScriptedFace();
|
||||
|
||||
// Input handlers
|
||||
void InputBeginFacing( inputdata_t &inputdata );
|
||||
//void InputCancelFacing( inputdata_t &inputdata );
|
||||
|
||||
DECLARE_DATADESC();
|
||||
|
||||
void Begin(CBaseEntity *pActivator, CBaseEntity *pCaller);
|
||||
|
||||
private:
|
||||
string_t m_iszFaceTarget;
|
||||
|
||||
// False = Entity, True = Position
|
||||
bool m_bTargetType;
|
||||
|
||||
bool m_bGrabAll;
|
||||
|
||||
float m_flImportance;
|
||||
float m_flDuration;
|
||||
|
||||
COutputEvent m_OnBeginFace;
|
||||
};
|
||||
|
||||
|
||||
BEGIN_DATADESC( CAI_ScriptedFace )
|
||||
|
||||
DEFINE_KEYFIELD( m_iszFaceTarget, FIELD_STRING, "SetFaceTarget" ),
|
||||
DEFINE_KEYFIELD( m_bTargetType, FIELD_BOOLEAN, "TargetType" ),
|
||||
DEFINE_KEYFIELD( m_bGrabAll, FIELD_BOOLEAN, "GrabAll" ),
|
||||
DEFINE_KEYFIELD( m_flImportance, FIELD_FLOAT, "Importance" ),
|
||||
DEFINE_KEYFIELD( m_flDuration, FIELD_FLOAT, "Duration" ),
|
||||
|
||||
// Inputs
|
||||
DEFINE_INPUTFUNC(FIELD_VOID, "BeginFacing", InputBeginFacing),
|
||||
|
||||
// Outputs
|
||||
DEFINE_OUTPUT(m_OnBeginFace, "OnBeginFace"),
|
||||
|
||||
END_DATADESC()
|
||||
|
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS( scripted_face, CAI_ScriptedFace );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input :
|
||||
// Output :
|
||||
//-----------------------------------------------------------------------------
|
||||
CAI_ScriptedFace::CAI_ScriptedFace()
|
||||
{
|
||||
m_flDuration = 5.0f;
|
||||
m_flImportance = 9999;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input :
|
||||
// Output :
|
||||
//-----------------------------------------------------------------------------
|
||||
void CAI_ScriptedFace::Begin(CBaseEntity *pActivator, CBaseEntity *pCaller)
|
||||
{
|
||||
Vector position;
|
||||
CBaseEntity *pFaceTarget;
|
||||
|
||||
if (m_bTargetType)
|
||||
UTIL_StringToVector(position.Base(), STRING(m_iszFaceTarget));
|
||||
|
||||
CBaseEntity *pTarget;
|
||||
CAI_BaseNPC *pNPC;
|
||||
if (m_bGrabAll)
|
||||
{
|
||||
pTarget = gEntList.FindEntityGeneric(NULL, STRING(m_target), this, pActivator, pCaller);
|
||||
while (pTarget)
|
||||
{
|
||||
pNPC = pTarget->MyNPCPointer();
|
||||
if (!pNPC)
|
||||
{
|
||||
Warning("%s tried to grab %s, but it is not a NPC!\n", GetDebugName(), pTarget->GetDebugName());
|
||||
pTarget = gEntList.FindEntityGeneric(pTarget, STRING(m_target), this, pActivator, pCaller);
|
||||
continue;
|
||||
}
|
||||
|
||||
DevMsg("Grabbed one of many\n");
|
||||
|
||||
if (!m_bTargetType)
|
||||
{
|
||||
pFaceTarget = gEntList.FindEntityByNameNearest(STRING(m_iszFaceTarget), pTarget->GetLocalOrigin(), 0, this, pActivator, pCaller);
|
||||
if (pFaceTarget)
|
||||
{
|
||||
pNPC->GetMotor()->AddFacingTarget(pFaceTarget, m_flImportance, m_flDuration);
|
||||
pNPC->GetMotor()->SetIdealYawToTarget( pFaceTarget->GetAbsOrigin() );
|
||||
m_OnBeginFace.FireOutput(pFaceTarget, pTarget);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pNPC->GetMotor()->AddFacingTarget(position, m_flImportance, m_flDuration);
|
||||
}
|
||||
|
||||
pTarget = gEntList.FindEntityGeneric(pTarget, STRING(m_target), this, pActivator, pCaller);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pTarget = gEntList.FindEntityGeneric(NULL, STRING(m_target), this, pActivator, pCaller);
|
||||
if (pTarget)
|
||||
{
|
||||
pNPC = pTarget->MyNPCPointer();
|
||||
if (!pNPC)
|
||||
{
|
||||
Warning("%s tried to grab %s, but it is not a NPC!\n", GetDebugName(), pTarget->GetDebugName());
|
||||
pTarget = gEntList.FindEntityGeneric(pTarget, STRING(m_target), this, pActivator, pCaller);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_bTargetType)
|
||||
{
|
||||
pFaceTarget = gEntList.FindEntityByNameNearest(STRING(m_iszFaceTarget), pTarget->GetLocalOrigin(), 0, this, pActivator, pCaller);
|
||||
if (pFaceTarget)
|
||||
{
|
||||
pNPC->GetMotor()->AddFacingTarget(pFaceTarget, m_flImportance, m_flDuration);
|
||||
m_OnBeginFace.FireOutput(pFaceTarget, pTarget);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pNPC->GetMotor()->AddFacingTarget(position, m_flImportance, m_flDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input :
|
||||
// Output :
|
||||
//-----------------------------------------------------------------------------
|
||||
void CAI_ScriptedFace::InputBeginFacing( inputdata_t &inputdata )
|
||||
{
|
||||
Begin(inputdata.pActivator, inputdata.pCaller);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// This isn't exclusive to NPCs, so it could be moved if needed.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -1,7 +1,6 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose: Carries the Mapbase CAutoGameSystem that loads manifest among other things.
|
||||
// Also includes code that does not fit anywhere else.
|
||||
// Purpose: Mapbase's RPC implementation.
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
@ -12,6 +11,7 @@
|
||||
|
||||
#ifdef STEAM_RPC
|
||||
#include "clientsteamcontext.h"
|
||||
#include "steam/steamclientpublic.h"
|
||||
#endif
|
||||
|
||||
#ifdef DISCORD_RPC
|
||||
@ -19,6 +19,8 @@
|
||||
#include <time.h>
|
||||
#endif
|
||||
|
||||
#include "c_playerresource.h"
|
||||
|
||||
#endif
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
@ -231,6 +233,24 @@ END_DATADESC()
|
||||
static ConVar cl_discord_appid("cl_discord_appid", "582595088719413250", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT);
|
||||
static int64_t startTimestamp = time(0);
|
||||
|
||||
//
|
||||
|
||||
int MapbaseRPC_GetPlayerCount()
|
||||
{
|
||||
int iNumPlayers = 0;
|
||||
|
||||
if (g_PR)
|
||||
{
|
||||
for (; iNumPlayers <= gpGlobals->maxClients; iNumPlayers++)
|
||||
{
|
||||
if (!g_PR->IsConnected( iNumPlayers ))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return iNumPlayers;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Discord RPC handlers
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -328,11 +348,6 @@ void MapbaseRPC_Update( int iRPCMask, int iType, const char *pMapName )
|
||||
#ifdef STEAM_RPC
|
||||
void MapbaseRPC_UpdateSteam( int iType, const char *pMapName )
|
||||
{
|
||||
if (!steamapicontext->SteamFriends())
|
||||
{
|
||||
DevMsg("No Friends! :(\n");
|
||||
}
|
||||
|
||||
const char *pszStatus = NULL;
|
||||
|
||||
if (g_Metadata[RPC_STEAM] != NULL)
|
||||
@ -376,11 +391,33 @@ void MapbaseRPC_UpdateSteam( int iType, const char *pMapName )
|
||||
}
|
||||
}
|
||||
|
||||
DevMsg("Updating Steam\n");
|
||||
DevMsg( "Updating Steam\n" );
|
||||
|
||||
if (pszStatus)
|
||||
{
|
||||
steamapicontext->SteamFriends()->SetRichPresence( "gamestatus", pszStatus );
|
||||
steamapicontext->SteamFriends()->SetRichPresence( "steam_display", "#SteamRPC_Status" );
|
||||
|
||||
if (gpGlobals->maxClients > 1)
|
||||
{
|
||||
// Players in server
|
||||
const CSteamID *serverID = serverengine->GetGameServerSteamID();
|
||||
if (serverID)
|
||||
{
|
||||
char szGroupID[32];
|
||||
Q_snprintf(szGroupID, sizeof(szGroupID), "%i", serverID->GetAccountID());
|
||||
|
||||
char szGroupSize[8];
|
||||
Q_snprintf(szGroupSize, sizeof(szGroupSize), "%i", MapbaseRPC_GetPlayerCount());
|
||||
|
||||
steamapicontext->SteamFriends()->SetRichPresence( "steam_player_group", szGroupID );
|
||||
steamapicontext->SteamFriends()->SetRichPresence( "steam_player_group_size", szGroupSize );
|
||||
}
|
||||
else
|
||||
{
|
||||
DevWarning("Steam RPC cannot update player count (no server ID)\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@ -401,23 +438,29 @@ void MapbaseRPC_UpdateSteam( int iType, const char *pMapName )
|
||||
|
||||
void MapbaseRPC_GetDiscordParameters( DiscordRichPresence &discordPresence, int iType, const char *pMapName )
|
||||
{
|
||||
static char details[128];
|
||||
static char state[128];
|
||||
|
||||
details[0] = '\0';
|
||||
state[0] = '\0';
|
||||
|
||||
if (g_Metadata[RPC_DISCORD] != NULL)
|
||||
{
|
||||
C_MapbaseMetadata *pMetadata = static_cast<C_MapbaseMetadata*>(g_Metadata[RPC_DISCORD].Get());
|
||||
|
||||
if (pMetadata->m_iszRPCState[0] != NULL)
|
||||
discordPresence.state = pMetadata->m_iszRPCState;
|
||||
Q_strncpy( state, pMetadata->m_iszRPCState, sizeof(state) );
|
||||
else
|
||||
discordPresence.state = g_iszGameName;
|
||||
Q_strncpy( state, g_iszGameName, sizeof(state) );
|
||||
|
||||
if (pMetadata->m_iszRPCDetails[0] != NULL)
|
||||
discordPresence.details = pMetadata->m_iszRPCDetails;
|
||||
Q_strncpy( details, pMetadata->m_iszRPCDetails, sizeof(details) );
|
||||
else
|
||||
{
|
||||
if (engine->IsLevelMainMenuBackground())
|
||||
discordPresence.details = VarArgs("Main Menu (%s)", pMapName ? pMapName : "N/A");
|
||||
Q_snprintf( details, sizeof(details), "Main Menu (%s)", pMapName ? pMapName : "N/A" );
|
||||
else
|
||||
discordPresence.details = VarArgs("Map: %s", pMapName ? pMapName : "N/A");
|
||||
Q_snprintf( details, sizeof(details), "%s", pMapName ? pMapName : "N/A" );
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -427,8 +470,8 @@ void MapbaseRPC_GetDiscordParameters( DiscordRichPresence &discordPresence, int
|
||||
case RPCSTATE_INIT:
|
||||
case RPCSTATE_LEVEL_SHUTDOWN:
|
||||
{
|
||||
discordPresence.state = g_iszGameName;
|
||||
discordPresence.details = "Main Menu";
|
||||
Q_strncpy( state, g_iszGameName, sizeof(state) );
|
||||
Q_strncpy( details, "Main Menu", sizeof(details) );
|
||||
} break;
|
||||
case RPCSTATE_LEVEL_INIT:
|
||||
default:
|
||||
@ -436,18 +479,26 @@ void MapbaseRPC_GetDiscordParameters( DiscordRichPresence &discordPresence, int
|
||||
// Say we're in the main menu if it's a background map
|
||||
if (engine->IsLevelMainMenuBackground())
|
||||
{
|
||||
discordPresence.state = g_iszGameName;
|
||||
discordPresence.details = VarArgs("Main Menu (%s)", pMapName ? pMapName : "N/A");
|
||||
Q_snprintf( details, sizeof(details), "Main Menu (%s)", pMapName ? pMapName : "N/A" );
|
||||
}
|
||||
else
|
||||
{
|
||||
discordPresence.state = g_iszGameName;
|
||||
discordPresence.details = VarArgs("Map: %s", pMapName ? pMapName : "N/A");
|
||||
Q_snprintf( details, sizeof(details), "%s", pMapName ? pMapName : "N/A" );
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
if (gpGlobals->maxClients > 1)
|
||||
{
|
||||
Q_snprintf( details, sizeof(details), "%s (%i/%i)", details, MapbaseRPC_GetPlayerCount(), gpGlobals->maxClients );
|
||||
}
|
||||
|
||||
if (state[0] != '\0')
|
||||
discordPresence.state = state;
|
||||
if (details[0] != '\0')
|
||||
discordPresence.details = details;
|
||||
|
||||
// Generic Mapbase logo. Specific to the Mapbase Discord application.
|
||||
discordPresence.smallImageKey = "mb_logo_general";
|
||||
discordPresence.smallImageText = "Mapbase";
|
||||
|
@ -485,7 +485,7 @@ float4 main( PS_INPUT i ) : COLOR
|
||||
|
||||
#if !defined( SHADER_MODEL_PS_2_0 )
|
||||
float fogFactor = CalcPixelFogFactor( g_fPixelFogType, g_FogParams, g_vCameraPosition.xyz, i.vWorldPosition_ProjPosZ.xyz, i.vWorldPosition_ProjPosZ.w );
|
||||
return FinalOutput( result, fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR );
|
||||
return FinalOutputConst( result, fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR );
|
||||
#else
|
||||
float fogFactor = CalcPixelFogFactor( PIXEL_FOG_TYPE_NONE, g_FogParams, g_vCameraPosition.xyz, i.vWorldPosition_ProjPosZ.xyz, i.vWorldPosition_ProjPosZ.w );
|
||||
return FinalOutput( result, fogFactor, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
|
||||
|
@ -72,11 +72,9 @@ BEGIN_VS_SHADER( SDK_DecalModulate_dx9,
|
||||
SHADER_DRAW
|
||||
{
|
||||
#ifdef MAPBASE
|
||||
// TEST 1 - Check game DLL stuff since the issue is that mod2x is modding flashlight brightness because it's not gray
|
||||
//
|
||||
// NOTE: Maybe the decals not appearing is a SORTING issue!
|
||||
// The flashlight part is transparent and overlaid on top of the decal!
|
||||
//
|
||||
// It is now believed the decals not appearing is a sorting issue.
|
||||
// The flashlight part is transparent and overlaid on top of the decal.
|
||||
// When a fix is found, this flashlight code could be removed.
|
||||
bool bHasFlashlight = UsingFlashlight( params );
|
||||
#endif
|
||||
SHADOW_STATE
|
||||
|
Loading…
Reference in New Issue
Block a user