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Fix gamma ramp and add hud_waypointblinking
- fix gamma ramp not working correctly on maps with no env_gamma entity - add hud_waypointblinking
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parent
3b8049d226
commit
f39297efcb
8 changed files with 43 additions and 5 deletions
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@ -229,6 +229,7 @@ void CHud :: Init( void )
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CVAR_CREATE("hud_mapnamesBlue", "255", FCVAR_ARCHIVE);
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CVAR_CREATE("hud_nameinfo", "1", FCVAR_ARCHIVE);
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CVAR_CREATE("hud_drawwaypoints", "2", FCVAR_ARCHIVE);
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CVAR_CREATE("hud_waypointblinking", "0", FCVAR_ARCHIVE);
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m_pSpriteList = NULL;
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@ -175,7 +175,7 @@ void CPostProcessShader::DrawShader()
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// If the map has no gamma value, override it with the cvar's value.
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else
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{
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colorMultiplier = min(1.0f, scalarCvar);
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colorMultiplier = max(1.0f, scalarCvar);
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}
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// Use shader.
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@ -1030,7 +1030,7 @@ void AvHGameplay::Spawn()
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AvHGamma::AvHGamma()
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{
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this->mGammaScalar = 1.0f;
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this->mGammaScalar = kDefaultMapGamma;
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}
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void AvHGamma::KeyValue(KeyValueData* pkvd)
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@ -770,7 +770,7 @@ bool AvHGamerules::CanPlayerBeKilled(CBasePlayer* inPlayer)
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void AvHGamerules::CalculateMapGamma()
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{
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// Set defaults
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this->mCalculatedMapGamma = kDefaultMapGamma;
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//this->mCalculatedMapGamma = kDefaultMapGamma;
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// Fetch from map extents entity if the map has one
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FOR_ALL_ENTITIES(kwsGammaClassName, AvHGamma*)
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@ -2307,6 +2307,8 @@ void AvHGamerules::PostWorldPrecacheReset(bool inNewMap)
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this->mMapExtents.ResetMapExtents();
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this->mCalculatedMapGamma = false;
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this->mMapGamma = kDefaultMapGamma;
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this->mMapGammaAlt = kDefaultMapGamma;
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// TODO: Clear min/max map sizes? Others?
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@ -2611,6 +2611,7 @@ void AvHHud::ResetGame(bool inMapChanged)
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this->mHiveInfoList.clear();
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this->mShaderGamma = kDefaultMapGamma;
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this->mShaderGammaAlt = kDefaultMapGamma;
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this->mDesiredGammaSlope = kDefaultMapGamma;
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this->mDesiredGammaSlopeAlt = kDefaultMapGamma;
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this->mRecordingLastFrame = false;
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@ -2821,7 +2822,24 @@ int AvHHud::MsgFunc_SetOrder(const char* pszName, int iSize, void* pbuf)
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AvHChangeOrder(this->mOrders, theNewOrder);
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this->mDrawOrderOverlay = true;
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// Check if it's the same order as the last one before setting the acknowledgement bool. Happens when respawning.
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Vector newOrderLocation;
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theNewOrder.GetLocation(newOrderLocation);
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if (CVAR_GET_FLOAT("hud_drawwaypoints") == 2.0f)
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{
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if ((newOrderLocation != this->mLastOrderLocation && theNewOrder.GetTargetIndex() == -1) || theNewOrder.GetTargetIndex() != this->mLastOrderIndex)
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{
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this->mDrawOrderOverlay = true;
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}
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if (!this->mDrawOrderOverlay)
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gEngfuncs.Con_Printf("waypoint trapped \n");
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}
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else
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{
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this->mDrawOrderOverlay = true;
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}
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this->mLastOrderLocation = newOrderLocation;
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this->mLastOrderIndex = theNewOrder.GetTargetIndex();
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// Give feedback on order
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this->OrderNotification(theNewOrder);
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@ -3875,6 +3893,8 @@ void AvHHud::Init(void)
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this->mDrawCombatUpgradeMenu = false;
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this->mDrawOrderOverlay = true;
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this->mLastOrderLocation = Vector(0.0f, 0.0f, 0.0f);
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this->mLastOrderIndex = -1;
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this->mReInitHUD = false;
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this->mLastHudStyle = 0;
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@ -889,6 +889,9 @@ private:
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float mShaderGamma;
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float mShaderGammaAlt;
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Vector mLastOrderLocation;
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int mLastOrderIndex;
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};
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class CPostProcessShader
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@ -1342,7 +1342,7 @@ void AvHHud::DrawOrders()
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{
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// Draw them blinking for soldiers, but always for commanders
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float theFractionalLastUpdate = this->mTimeOfLastUpdate - (int)this->mTimeOfLastUpdate;
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if((theFractionalLastUpdate > .25f) || (this->GetHUDUser3() == AVH_USER3_COMMANDER_PLAYER))
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if ((theFractionalLastUpdate > .25f || CVAR_GET_FLOAT("hud_waypointblinking") <= 1.0f) || (this->GetHUDUser3() == AVH_USER3_COMMANDER_PLAYER))
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{
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OrderListType theOrders = this->GetOrderList();
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@ -236,6 +236,18 @@ DESCRIPTION INFO_OPTIONS
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}
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{ "2.000000" }
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}
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"hud_waypointblinking"
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{
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"Waypoint blinking"
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{
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LIST
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"Never" "0"
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"On map only" "1"
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"On map and HUD" "2"
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}
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{ "1.000000" }
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}
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"hud_teamhealthalert"
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{
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