* Fixed Source Mod back-compatability by reordering methods in a couple interfaces.

* Added missing singleplayer OSX libs
* Updated vpc and libs.
This commit is contained in:
Joe Ludwig 2013-09-03 16:02:10 -07:00
parent a0c29e7dd6
commit 1524321396
68 changed files with 48 additions and 38 deletions

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@ -63,8 +63,6 @@ public:
// Adds decals to static props, returns point of decal in trace_t
virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0;
virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 0;
// Adds/removes shadows from static props
virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0;
virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable ) = 0;
@ -81,6 +79,8 @@ public:
//===================================================================
virtual void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe ) = 0;
virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 0;
};
class IStaticPropMgrServer : public IStaticPropMgr

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@ -138,8 +138,6 @@ public:
// radius of the decal to create.
virtual void AddDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
Vector const& decalUp, int decalIndex, int body, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
virtual void AddColoredDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
Vector const& decalUp, int decalIndex, int body, Color cColor, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
// Removes all the decals on a model instance
virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0;
@ -176,6 +174,9 @@ public:
virtual void SuppressEngineLighting( bool bSuppress ) = 0;
virtual void SetupColorMeshes( int nTotalVerts ) = 0;
virtual void AddColoredDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
Vector const& decalUp, int decalIndex, int body, Color cColor, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
};

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@ -21,12 +21,14 @@
//-----------------------------------------------------------------------------
// This enumerations defines all the four-CC codes for the client lump names
//-----------------------------------------------------------------------------
// TODO: We may have some endian considerations here!
#define GAMELUMP_MAKE_CODE(a, b, c, d) ((a) << 24 | (b) << 16 | (c) << 8 | (d) << 0)
enum
{
GAMELUMP_DETAIL_PROPS = 'dprp',
GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt',
GAMELUMP_STATIC_PROPS = 'sprp',
GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh',
GAMELUMP_DETAIL_PROPS = GAMELUMP_MAKE_CODE('d', 'p', 'r', 'p'),
GAMELUMP_DETAIL_PROP_LIGHTING = GAMELUMP_MAKE_CODE('d', 'p', 'l', 't'),
GAMELUMP_STATIC_PROPS = GAMELUMP_MAKE_CODE('s', 'p', 'r', 'p'),
GAMELUMP_DETAIL_PROP_LIGHTING_HDR = GAMELUMP_MAKE_CODE('d', 'p', 'l', 'h'),
};
// Versions...

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@ -867,7 +867,7 @@ public:
int iFirstUsed;
int iOrigIndex;
bool operator<(const SortEntry& rhs)
bool operator<(const SortEntry& rhs) const
{
return iFirstUsed < rhs.iFirstUsed;
}

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@ -286,12 +286,8 @@ void CreateDefaultCubemaps( bool bHDR )
// NOTE: This implementation depends on the fact that all VTF files contain
// all mipmap levels
const char *pSkyboxBaseName = FindSkyboxMaterialName();
char skyboxMaterialName[MAX_PATH];
Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
IVTFTexture *pSrcVTFTextures[6];
if( !skyboxMaterialName )
if( !pSkyboxBaseName )
{
if( s_DefaultCubemapNames.Count() )
{
@ -300,6 +296,11 @@ void CreateDefaultCubemaps( bool bHDR )
return;
}
char skyboxMaterialName[MAX_PATH];
Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
IVTFTexture *pSrcVTFTextures[6];
int unionTextureFlags = 0;
if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) )
{

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@ -379,7 +379,7 @@ static int SelectDetail( DetailObjectGroup_t const& group )
static int AddDetailDictLump( const char* pModelName )
{
DetailObjectDictLump_t dictLump;
strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
Q_strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
for (int i = s_DetailObjectDictLump.Count(); --i >= 0; )
{

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@ -432,7 +432,7 @@ public:
private:
CPhysConvex *CPlaneList::BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
CPhysConvex *BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
public:
CUtlVector<CPhysConvex *> m_convex;

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@ -93,7 +93,7 @@ bool g_bOnlyStaticProps = false;
bool g_bShowStaticPropNormals = false;
float gamma = 0.5;
float gamma_value = 0.5;
float indirect_sun = 1.0;
float reflectivityScale = 1.0;
qboolean do_extra = true;

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@ -336,7 +336,7 @@ extern dface_t *g_pFaces;
extern bool g_bMPIProps;
extern byte nodehit[MAX_MAP_NODES];
extern float gamma;
extern float gamma_value;
extern float indirect_sun;
extern float smoothing_threshold;
extern int dlight_map;

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@ -524,7 +524,8 @@ private:
bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace )
{
// Create sky face winding.
winding_t *pWinding = WindingFromFace( pFace, Vector( 0.0f, 0.0f, 0.0f ) );
Vector v( 0.0f, 0.0f, 0.0f );
winding_t *pWinding = WindingFromFace( pFace, v );
// Test point in winding. (Since it is at the node, it is in the plane.)
bool bRet = PointInWinding( pt, pWinding );

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@ -63,8 +63,6 @@ public:
// Adds decals to static props, returns point of decal in trace_t
virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0;
virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 0;
// Adds/removes shadows from static props
virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0;
virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable ) = 0;
@ -81,6 +79,8 @@ public:
//===================================================================
virtual void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe ) = 0;
virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 0;
};
class IStaticPropMgrServer : public IStaticPropMgr

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@ -138,8 +138,6 @@ public:
// radius of the decal to create.
virtual void AddDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
Vector const& decalUp, int decalIndex, int body, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
virtual void AddColoredDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
Vector const& decalUp, int decalIndex, int body, Color cColor, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
// Removes all the decals on a model instance
virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0;
@ -176,6 +174,9 @@ public:
virtual void SuppressEngineLighting( bool bSuppress ) = 0;
virtual void SetupColorMeshes( int nTotalVerts ) = 0;
virtual void AddColoredDecal( ModelInstanceHandle_t handle, Ray_t const& ray,
Vector const& decalUp, int decalIndex, int body, Color cColor, bool noPokeThru = false, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ) = 0;
};

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@ -21,12 +21,14 @@
//-----------------------------------------------------------------------------
// This enumerations defines all the four-CC codes for the client lump names
//-----------------------------------------------------------------------------
// TODO: We may have some endian considerations here!
#define GAMELUMP_MAKE_CODE(a, b, c, d) ((a) << 24 | (b) << 16 | (c) << 8 | (d) << 0)
enum
{
GAMELUMP_DETAIL_PROPS = 'dprp',
GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt',
GAMELUMP_STATIC_PROPS = 'sprp',
GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh',
GAMELUMP_DETAIL_PROPS = GAMELUMP_MAKE_CODE('d', 'p', 'r', 'p'),
GAMELUMP_DETAIL_PROP_LIGHTING = GAMELUMP_MAKE_CODE('d', 'p', 'l', 't'),
GAMELUMP_STATIC_PROPS = GAMELUMP_MAKE_CODE('s', 'p', 'r', 'p'),
GAMELUMP_DETAIL_PROP_LIGHTING_HDR = GAMELUMP_MAKE_CODE('d', 'p', 'l', 'h'),
};
// Versions...

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@ -867,7 +867,7 @@ public:
int iFirstUsed;
int iOrigIndex;
bool operator<(const SortEntry& rhs)
bool operator<(const SortEntry& rhs) const
{
return iFirstUsed < rhs.iFirstUsed;
}

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@ -286,12 +286,8 @@ void CreateDefaultCubemaps( bool bHDR )
// NOTE: This implementation depends on the fact that all VTF files contain
// all mipmap levels
const char *pSkyboxBaseName = FindSkyboxMaterialName();
char skyboxMaterialName[MAX_PATH];
Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
IVTFTexture *pSrcVTFTextures[6];
if( !skyboxMaterialName )
if( !pSkyboxBaseName )
{
if( s_DefaultCubemapNames.Count() )
{
@ -300,6 +296,11 @@ void CreateDefaultCubemaps( bool bHDR )
return;
}
char skyboxMaterialName[MAX_PATH];
Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
IVTFTexture *pSrcVTFTextures[6];
int unionTextureFlags = 0;
if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) )
{

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@ -379,7 +379,7 @@ static int SelectDetail( DetailObjectGroup_t const& group )
static int AddDetailDictLump( const char* pModelName )
{
DetailObjectDictLump_t dictLump;
strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
Q_strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
for (int i = s_DetailObjectDictLump.Count(); --i >= 0; )
{

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@ -432,7 +432,7 @@ public:
private:
CPhysConvex *CPlaneList::BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
CPhysConvex *BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
public:
CUtlVector<CPhysConvex *> m_convex;

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@ -93,7 +93,7 @@ bool g_bOnlyStaticProps = false;
bool g_bShowStaticPropNormals = false;
float gamma = 0.5;
float gamma_value = 0.5;
float indirect_sun = 1.0;
float reflectivityScale = 1.0;
qboolean do_extra = true;

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@ -336,7 +336,7 @@ extern dface_t *g_pFaces;
extern bool g_bMPIProps;
extern byte nodehit[MAX_MAP_NODES];
extern float gamma;
extern float gamma_value;
extern float indirect_sun;
extern float smoothing_threshold;
extern int dlight_map;

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@ -524,7 +524,8 @@ private:
bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace )
{
// Create sky face winding.
winding_t *pWinding = WindingFromFace( pFace, Vector( 0.0f, 0.0f, 0.0f ) );
Vector v( 0.0f, 0.0f, 0.0f );
winding_t *pWinding = WindingFromFace( pFace, v );
// Test point in winding. (Since it is at the node, it is in the plane.)
bool bRet = PointInWinding( pt, pWinding );