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https://github.com/ValveSoftware/source-sdk-2013.git
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- reduced flashlight strength
- made viewbob also affect yaw - made rollangle slower
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commit
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9 changed files with 21 additions and 10 deletions
2
.gitignore
vendored
2
.gitignore
vendored
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@ -86,3 +86,5 @@ config.cfg
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/sp/src/game/server/Debug_gstringv2
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/sp/src/vgui2/vgui_controls/Release
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/sp/src/game/client/Release_gstringv2
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/sp/src/game/server/Release_gstringv2
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@ -40,13 +40,13 @@ static ConVar r_flashlightoffsetx( "r_flashlightoffsetx", "10.0", FCVAR_CHEAT );
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static ConVar r_flashlightoffsety( "r_flashlightoffsety", "-20.0", FCVAR_CHEAT );
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static ConVar r_flashlightoffsetz( "r_flashlightoffsetz", "24.0", FCVAR_CHEAT );
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static ConVar r_flashlightnear( "r_flashlightnear", "4.0", FCVAR_CHEAT );
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static ConVar r_flashlightfar( "r_flashlightfar", "750.0", FCVAR_CHEAT );
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static ConVar r_flashlightfar( "r_flashlightfar", "500.0", FCVAR_CHEAT );
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static ConVar r_flashlightconstant( "r_flashlightconstant", "0.0", FCVAR_CHEAT );
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static ConVar r_flashlightlinear( "r_flashlightlinear", "100.0", FCVAR_CHEAT );
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static ConVar r_flashlightquadratic( "r_flashlightquadratic", "0.0", FCVAR_CHEAT );
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static ConVar r_flashlightlinear( "r_flashlightlinear", "25.0", FCVAR_CHEAT );
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static ConVar r_flashlightquadratic( "r_flashlightquadratic", "5000.0", FCVAR_CHEAT );
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static ConVar r_flashlightvisualizetrace( "r_flashlightvisualizetrace", "0", FCVAR_CHEAT );
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static ConVar r_flashlightambient( "r_flashlightambient", "0.0", FCVAR_CHEAT );
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static ConVar r_flashlightshadowatten( "r_flashlightshadowatten", "0.35", FCVAR_CHEAT );
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static ConVar r_flashlightshadowatten( "r_flashlightshadowatten", "1", FCVAR_CHEAT );
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static ConVar r_flashlightladderdist( "r_flashlightladderdist", "40.0", FCVAR_CHEAT );
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static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
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static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
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@ -121,8 +121,11 @@ void C_GstringPlayer::OverrideView( CViewSetup *pSetup )
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if ( amt > 0.0f )
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{
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float sine = sin( gpGlobals->curtime * 10.0f ) * amt;
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float sineY = sin( gpGlobals->curtime * 5.0f + M_PI * 0.5f ) * amt;
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pSetup->origin += Vector( 0, 0, 1.0f ) * sine;
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pSetup->angles.x += sine * 1.0f;
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pSetup->angles.y += sineY * 2.0f;
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}
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if ( amtSide != 0.0f )
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@ -135,19 +138,25 @@ void C_GstringPlayer::ProcessMuzzleFlashEvent()
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{
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//BaseClass::ProcessMuzzleFlashEvent();
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m_flMuzzleFlashDuration = RandomFloat( 0.035f, 0.07f );
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m_flMuzzleFlashDuration = RandomFloat( 0.025f, 0.045f );
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m_flMuzzleFlashTime = gpGlobals->curtime + m_flMuzzleFlashDuration;
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}
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void C_GstringPlayer::UpdateFlashlight()
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{
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const bool bDoMuzzleflash = m_flMuzzleFlashTime > gpGlobals->curtime;
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const bool bDoMuzzleflash = m_flMuzzleFlashTime > gpGlobals->curtime || m_flMuzzleFlashDuration > 0.0f;
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const bool bDoFlashlight = !bDoMuzzleflash && IsEffectActive( EF_DIMLIGHT );
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Vector vecForward, vecRight, vecUp, vecPos;
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vecPos = EyePosition();
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EyeVectors( &vecForward, &vecRight, &vecUp );
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if ( m_flMuzzleFlashTime <= gpGlobals->curtime
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&& m_flMuzzleFlashDuration > 0.0f )
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{
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m_flMuzzleFlashDuration = 0.0f;
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}
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if ( bDoFlashlight || bDoMuzzleflash )
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{
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ConVarRef scissor( "r_flashlightscissor" );
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@ -37,8 +37,8 @@ void C_MuzzleflashEffect::UpdateLight( const Vector &vecPos, const Vector &vecDi
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state.m_fVerticalFOVDegrees = state.m_fHorizontalFOVDegrees = 100.0f + 40.0f * flStrength;
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state.m_fConstantAtten = 0.0f;
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state.m_Color[0] = 1.0f;
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state.m_Color[1] = 1.0f;
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state.m_Color[2] = 1.0f;
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state.m_Color[1] = 0.7f;
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state.m_Color[2] = 0.3f;
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state.m_Color[3] = 0.0f;
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state.m_NearZ = 5.0f; // Push near plane out so that we don't clip the world when the flashlight pulls back
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state.m_FarZ = 500.0f;
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@ -80,8 +80,8 @@ ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICAT
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ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Play footstep sound for players" );
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#if defined( GSTRING ) // GSTRINGMIGRATION
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// Let's re-eanble that good old effect from Quake. :)
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ConVar sv_rollspeed ( "sv_rollspeed", "40.0f", FCVAR_CHEAT | FCVAR_REPLICATED );
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ConVar sv_rollangle ( "sv_rollangle", "1.2f", FCVAR_CHEAT | FCVAR_REPLICATED, "Max view roll angle" );
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ConVar sv_rollspeed ( "sv_rollspeed", "550.0", FCVAR_CHEAT | FCVAR_REPLICATED );
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ConVar sv_rollangle ( "sv_rollangle", "3", FCVAR_CHEAT | FCVAR_REPLICATED, "Max view roll angle" );
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#else
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ConVar sv_rollspeed ( "sv_rollspeed", "200", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
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