* 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 // Adds decals to static props, returns point of decal in trace_t
virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd, virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0; 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 // Adds/removes shadows from static props
virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0; virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0;
virtual void RemoveAllShadowsFromStaticProp( 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 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 class IStaticPropMgrServer : public IStaticPropMgr

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@ -138,8 +138,6 @@ public:
// radius of the decal to create. // radius of the decal to create.
virtual void AddDecal( ModelInstanceHandle_t handle, Ray_t const& ray, 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; 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 // Removes all the decals on a model instance
virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0; virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0;
@ -176,6 +174,9 @@ public:
virtual void SuppressEngineLighting( bool bSuppress ) = 0; virtual void SuppressEngineLighting( bool bSuppress ) = 0;
virtual void SetupColorMeshes( int nTotalVerts ) = 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 // 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 enum
{ {
GAMELUMP_DETAIL_PROPS = 'dprp', GAMELUMP_DETAIL_PROPS = GAMELUMP_MAKE_CODE('d', 'p', 'r', 'p'),
GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt', GAMELUMP_DETAIL_PROP_LIGHTING = GAMELUMP_MAKE_CODE('d', 'p', 'l', 't'),
GAMELUMP_STATIC_PROPS = 'sprp', GAMELUMP_STATIC_PROPS = GAMELUMP_MAKE_CODE('s', 'p', 'r', 'p'),
GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh', GAMELUMP_DETAIL_PROP_LIGHTING_HDR = GAMELUMP_MAKE_CODE('d', 'p', 'l', 'h'),
}; };
// Versions... // Versions...

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@ -867,7 +867,7 @@ public:
int iFirstUsed; int iFirstUsed;
int iOrigIndex; int iOrigIndex;
bool operator<(const SortEntry& rhs) bool operator<(const SortEntry& rhs) const
{ {
return iFirstUsed < rhs.iFirstUsed; 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 // NOTE: This implementation depends on the fact that all VTF files contain
// all mipmap levels // all mipmap levels
const char *pSkyboxBaseName = FindSkyboxMaterialName(); const char *pSkyboxBaseName = FindSkyboxMaterialName();
char skyboxMaterialName[MAX_PATH];
Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
IVTFTexture *pSrcVTFTextures[6]; if( !pSkyboxBaseName )
if( !skyboxMaterialName )
{ {
if( s_DefaultCubemapNames.Count() ) if( s_DefaultCubemapNames.Count() )
{ {
@ -300,6 +296,11 @@ void CreateDefaultCubemaps( bool bHDR )
return; return;
} }
char skyboxMaterialName[MAX_PATH];
Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
IVTFTexture *pSrcVTFTextures[6];
int unionTextureFlags = 0; int unionTextureFlags = 0;
if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) ) 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 ) static int AddDetailDictLump( const char* pModelName )
{ {
DetailObjectDictLump_t dictLump; 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; ) for (int i = s_DetailObjectDictLump.Count(); --i >= 0; )
{ {

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

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

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

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@ -524,7 +524,8 @@ private:
bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace ) bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace )
{ {
// Create sky face winding. // 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.) // Test point in winding. (Since it is at the node, it is in the plane.)
bool bRet = PointInWinding( pt, pWinding ); 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 // Adds decals to static props, returns point of decal in trace_t
virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd, virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0; 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 // Adds/removes shadows from static props
virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0; virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0;
virtual void RemoveAllShadowsFromStaticProp( 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 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 class IStaticPropMgrServer : public IStaticPropMgr

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@ -138,8 +138,6 @@ public:
// radius of the decal to create. // radius of the decal to create.
virtual void AddDecal( ModelInstanceHandle_t handle, Ray_t const& ray, 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; 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 // Removes all the decals on a model instance
virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0; virtual void RemoveAllDecals( ModelInstanceHandle_t handle ) = 0;
@ -176,6 +174,9 @@ public:
virtual void SuppressEngineLighting( bool bSuppress ) = 0; virtual void SuppressEngineLighting( bool bSuppress ) = 0;
virtual void SetupColorMeshes( int nTotalVerts ) = 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 // 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 enum
{ {
GAMELUMP_DETAIL_PROPS = 'dprp', GAMELUMP_DETAIL_PROPS = GAMELUMP_MAKE_CODE('d', 'p', 'r', 'p'),
GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt', GAMELUMP_DETAIL_PROP_LIGHTING = GAMELUMP_MAKE_CODE('d', 'p', 'l', 't'),
GAMELUMP_STATIC_PROPS = 'sprp', GAMELUMP_STATIC_PROPS = GAMELUMP_MAKE_CODE('s', 'p', 'r', 'p'),
GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh', GAMELUMP_DETAIL_PROP_LIGHTING_HDR = GAMELUMP_MAKE_CODE('d', 'p', 'l', 'h'),
}; };
// Versions... // Versions...

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@ -867,7 +867,7 @@ public:
int iFirstUsed; int iFirstUsed;
int iOrigIndex; int iOrigIndex;
bool operator<(const SortEntry& rhs) bool operator<(const SortEntry& rhs) const
{ {
return iFirstUsed < rhs.iFirstUsed; 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 // NOTE: This implementation depends on the fact that all VTF files contain
// all mipmap levels // all mipmap levels
const char *pSkyboxBaseName = FindSkyboxMaterialName(); const char *pSkyboxBaseName = FindSkyboxMaterialName();
char skyboxMaterialName[MAX_PATH];
Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
IVTFTexture *pSrcVTFTextures[6]; if( !pSkyboxBaseName )
if( !skyboxMaterialName )
{ {
if( s_DefaultCubemapNames.Count() ) if( s_DefaultCubemapNames.Count() )
{ {
@ -300,6 +296,11 @@ void CreateDefaultCubemaps( bool bHDR )
return; return;
} }
char skyboxMaterialName[MAX_PATH];
Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
IVTFTexture *pSrcVTFTextures[6];
int unionTextureFlags = 0; int unionTextureFlags = 0;
if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) ) 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 ) static int AddDetailDictLump( const char* pModelName )
{ {
DetailObjectDictLump_t dictLump; 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; ) for (int i = s_DetailObjectDictLump.Count(); --i >= 0; )
{ {

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

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

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

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