diff --git a/.gitignore b/.gitignore index fa773a524..ae39b8ee7 100644 --- a/.gitignore +++ b/.gitignore @@ -90,3 +90,4 @@ config.cfg /sp/src/game/server/Release_gstringv2 /sp/src/utils/vbsp/Debug +/sp/src/utils/vbsp/Release diff --git a/sp/src/game/client/gstring/c_gstring_player.cpp b/sp/src/game/client/gstring/c_gstring_player.cpp index 91decb797..9b3e3393c 100644 --- a/sp/src/game/client/gstring/c_gstring_player.cpp +++ b/sp/src/game/client/gstring/c_gstring_player.cpp @@ -46,6 +46,7 @@ C_GstringPlayer::C_GstringPlayer() , m_flBobModelAmount( 0.0f ) , m_angLastBobAngle( vec3_angle ) , m_pBodyModel( NULL ) + , m_flMuzzleFlashRoll( 0.0f ) { m_bHasUseEntity = false; } @@ -228,6 +229,7 @@ void C_GstringPlayer::ProcessMuzzleFlashEvent() m_flMuzzleFlashDuration = RandomFloat( 0.025f, 0.045f ); m_flMuzzleFlashTime = gpGlobals->curtime + m_flMuzzleFlashDuration; + m_flMuzzleFlashRoll = RandomFloat( 0, 360.0f ); } void C_GstringPlayer::UpdateFlashlight() @@ -324,6 +326,11 @@ void C_GstringPlayer::UpdateFlashlight() float flStrength = ( m_flMuzzleFlashTime - gpGlobals->curtime ) / m_flMuzzleFlashDuration; + QAngle ang; + VectorAngles( vecForward, vecUp, ang ); + ang.z = m_flMuzzleFlashRoll; + AngleVectors( ang, &vecForward, &vecRight, &vecUp ); + // Update the light with the new position and direction. m_pMuzzleFlashEffect->UpdateLight( vecPos, vecForward, vecRight, vecUp, flStrength * flStrength ); @@ -375,11 +382,13 @@ void C_GstringPlayer::UpdateBodyModel() Vector fwd, right, up; AngleVectors( angle, &fwd, &right, &up ); + const float flMovingMinSpeed = 10.0f; + const float flSpeed = GetAbsVelocity().Length2D(); const bool bInAir = ( GetFlags() & FL_ONGROUND ) == 0; const bool bDuck = m_Local.m_bDucked || m_Local.m_bDucking; - const bool bMoving = flSpeed > 40.0f; + const bool bMoving = flSpeed > flMovingMinSpeed; static float flBackOffset = gstring_firstpersonbody_forwardoffset_min.GetFloat(); float flBackOffsetDesired = bDuck ? @@ -426,7 +435,7 @@ void C_GstringPlayer::UpdateBodyModel() float flLength = vecVelocity.NormalizeInPlace(); static bool bWasMoving = false; - const bool bDoMoveYaw = flLength > 40.0f; + const bool bDoMoveYaw = flLength > flMovingMinSpeed; if ( bDoMoveYaw && m_pBodyModel->m_iPoseParam_MoveYaw >= 0 ) @@ -465,6 +474,8 @@ void C_GstringPlayer::UpdateBodyModel() if ( flGroundSpeed > 0.0f ) { flPlaybackrate = flSpeed / flGroundSpeed; + + flPlaybackrate = MIN( 3.0f, flPlaybackrate ); } } diff --git a/sp/src/game/client/gstring/c_gstring_player.h b/sp/src/game/client/gstring/c_gstring_player.h index ea9801f78..f31028b79 100644 --- a/sp/src/game/client/gstring/c_gstring_player.h +++ b/sp/src/game/client/gstring/c_gstring_player.h @@ -44,6 +44,7 @@ private: float m_flMuzzleFlashTime; float m_flMuzzleFlashDuration; + float m_flMuzzleFlashRoll; C_MuzzleflashEffect *m_pMuzzleFlashEffect; bool m_bFlashlightVisible; diff --git a/sp/src/game/client/gstring/c_muzzleflash_effect.cpp b/sp/src/game/client/gstring/c_muzzleflash_effect.cpp index 105e52687..9f545de5c 100644 --- a/sp/src/game/client/gstring/c_muzzleflash_effect.cpp +++ b/sp/src/game/client/gstring/c_muzzleflash_effect.cpp @@ -25,22 +25,26 @@ C_MuzzleflashEffect::~C_MuzzleflashEffect() } } -void C_MuzzleflashEffect::UpdateLight( const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, float flStrength ) +void C_MuzzleflashEffect::UpdateLight( const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, + float flStrength ) { FlashlightState_t state; Quaternion quat; BasisToQuaternion( vecDir, vecRight, vecUp, quat ); - state.m_fLinearAtten = 2500.0f * flStrength; + state.m_fLinearAtten = 1000.0f * flStrength; state.m_fQuadraticAtten = 500.0f * flStrength; state.m_vecLightOrigin = vecPos; state.m_quatOrientation = quat; state.m_fVerticalFOVDegrees = state.m_fHorizontalFOVDegrees = 100.0f + 40.0f * flStrength; state.m_fConstantAtten = 0.0f; + //state.m_Color[0] = 1.0f; + //state.m_Color[1] = 0.7f; + //state.m_Color[2] = 0.3f; state.m_Color[0] = 1.0f; - state.m_Color[1] = 0.7f; - state.m_Color[2] = 0.3f; + state.m_Color[1] = 1.0f; + state.m_Color[2] = 1.0f; state.m_Color[3] = 0.0f; state.m_NearZ = 5.0f; // Push near plane out so that we don't clip the world when the flashlight pulls back state.m_FarZ = 500.0f; diff --git a/sp/src/game/client/gstring/c_muzzleflash_effect.h b/sp/src/game/client/gstring/c_muzzleflash_effect.h index d0574d36f..c70ca3753 100644 --- a/sp/src/game/client/gstring/c_muzzleflash_effect.h +++ b/sp/src/game/client/gstring/c_muzzleflash_effect.h @@ -9,7 +9,8 @@ public: C_MuzzleflashEffect(); ~C_MuzzleflashEffect(); - virtual void UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, float flStrength ); + virtual void UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, + float flStrength ); float GetHorizontalFOV() const { return m_flHorizontalFOV; } diff --git a/sp/src/game/client/gstring/gstring_postprocess.cpp b/sp/src/game/client/gstring/gstring_postprocess.cpp index c4954453a..9d3e17ec3 100644 --- a/sp/src/game/client/gstring/gstring_postprocess.cpp +++ b/sp/src/game/client/gstring/gstring_postprocess.cpp @@ -100,7 +100,8 @@ void DrawBarsAndGrain( int x, int y, int w, int h ) C_GstringPlayer *pPlayer = LocalGstringPlayer(); float flNightvisionStrengthInv = 1.0f - (pPlayer ? pPlayer->GetNightvisionFraction() : 0.0f); - if ( cvar_gstring_drawfilmgrain.GetBool() ) + if ( cvar_gstring_drawfilmgrain.GetBool() + && cvar_gstring_filmgrain_strength.GetFloat() > 0.0f ) { static int iFilmgrainIndex = shaderEdit->GetPPEIndex( FILMGRAIN_EDITOR_NAME ); @@ -278,7 +279,8 @@ void DrawExplosionBlur() if ( iExplosionIndex < 0 ) return; - if ( !cvar_gstring_drawexplosionblur.GetInt() ) + if ( !cvar_gstring_drawexplosionblur.GetInt() + || cvar_gstring_explosionfx_strength.GetFloat() <= 0.0f ) return; for ( int i = 0; i < g_hExplosionBlurQueue.Count(); i++ ) @@ -332,7 +334,10 @@ void DrawMotionBlur() if ( iMotionBlur < 0 ) return; - if ( !cvar_gstring_drawmotionblur.GetInt() ) + float motionblur_scale = cvar_gstring_motionblur_scale.GetFloat(); + + if ( !cvar_gstring_drawmotionblur.GetInt() + || motionblur_scale <= 0.0f ) return; DEFINE_SHADEREDITOR_MATERIALVAR( MOTIONBLUR_EDITOR_NAME, "motionblur", "$MUTABLE_01", pVar_LinearDirection ); @@ -362,8 +367,6 @@ void DrawMotionBlur() Vector delta = pos_cur - pos_last; float distance = delta.Length(); - float motionblur_scale = cvar_gstring_motionblur_scale.GetFloat(); - if ( gpGlobals->frametime < (1.0f/20.0f) && gpGlobals->frametime > 0.0f ) { @@ -679,6 +682,13 @@ void DrawHurtFX() if ( !ShouldDrawCommon() ) return; + const float flHurtFXEnable = cvar_gstring_drawhurtfx.GetBool() ? 1.0f : 0.0f; + const float flChromaticAmount = cvar_gstring_chromatic_aberration.GetFloat(); + + if ( flHurtFXEnable <= 0.0f + && flChromaticAmount <= 0.0f ) + return; + static const int iHurtFXIndex = shaderEdit->GetPPEIndex( HURTFX_EDITOR_NAME ); if ( iHurtFXIndex < 0 ) @@ -698,11 +708,12 @@ void DrawHurtFX() const float flDecayDuration = 0.5f; const float flHealthAnimationDuration = 0.7f; + const float flChromaticHurtMax = ( flChromaticAmount > 0.0f ) ? 0.02f : 0.0f; int iHealthCurrent = pPlayer->GetHealth(); iHealthCurrent = MAX( 0, iHealthCurrent ); - float flChromatic = RemapValClamped( iHealthCurrent, 0, 25, 0.02f, 0.008f ); + float flChromatic = RemapValClamped( iHealthCurrent, 0, 25, flChromaticHurtMax, flChromaticAmount ); float flRedBlend = RemapValClamped( iHealthCurrent, 0, 25, 2.5f, 0.0f ); float flHealthBlend = 0.0f; @@ -712,7 +723,7 @@ void DrawHurtFX() { if ( iHealthLast > iHealthCurrent ) { - float flIncrement = RemapValClamped( iHealthCurrent, 0, 90, 0.5f, 0.1f ); + float flIncrement = RemapValClamped( iHealthCurrent, 0, 90, 0.65f, 0.35f ); flAnimationTime = gpGlobals->curtime + flIncrement; } @@ -756,7 +767,8 @@ void DrawHurtFX() vecLastParams = params; } - pVar_HurtFX_Params->SetVecValue( params.x, params.y, params.z ); + + pVar_HurtFX_Params->SetVecValue( params.x, params.y * flHurtFXEnable, params.z * flHurtFXEnable ); shaderEdit->DrawPPEOnDemand( iHurtFXIndex ); } diff --git a/sp/src/game/client/gstring/vgui/vgui_gstringoptions.cpp b/sp/src/game/client/gstring/vgui/vgui_gstringoptions.cpp index 289eebea0..f565948ed 100644 --- a/sp/src/game/client/gstring/vgui/vgui_gstringoptions.cpp +++ b/sp/src/game/client/gstring/vgui/vgui_gstringoptions.cpp @@ -21,8 +21,7 @@ CVGUIGstringOptions::CVGUIGstringOptions( VPANEL parent, const char *pName ) : B Activate(); - m_pCheck_CinematicBars = new CheckButton( this, "check_bars", "Enable cinematic bars" ); - m_pCheck_FilmGrain = new CheckButton( this, "check_filmgrain", "Enable film grain" ); + m_pCheck_HurtFX = new CheckButton( this, "check_bars", "Enable damage effects" ); m_pCheck_Vignette = new CheckButton( this, "check_vignette", "Enable vignette" ); m_pCheck_GodRays = new CheckButton( this, "check_godrays", "Enable god-rays" ); m_pCheck_WaterEffects = new CheckButton( this, "check_screenwater", "Enable water screen effects" ); @@ -31,21 +30,20 @@ CVGUIGstringOptions::CVGUIGstringOptions( VPANEL parent, const char *pName ) : B m_pCBox_BloomFlare->AddItem( "Never", NULL ); m_pCBox_BloomFlare->AddItem( "Map based", NULL ); m_pCBox_BloomFlare->AddItem( "Always", NULL ); - m_pCheck_MotionBlur = new CheckButton( this, "check_motionblur", "Enable motion blur" ); m_pCheck_DreamBlur = new CheckButton( this, "check_dreamblur", "Enable dream effects" ); m_pCheck_ScreenBlur = new CheckButton( this, "check_screenblur", "Enable screen blur" ); - m_pCheck_ExplosionBlur = new CheckButton( this, "check_explosion", "Enable explosion distortion" ); #define CREATE_VGUI_SLIDER( var, name, minRange, maxRange, ticks ) var = new Slider( this, name ); \ var->SetRange( minRange, maxRange ); \ var->SetNumTicks( ticks ); CREATE_VGUI_SLIDER( m_pSlider_CinematicBars_Size, "slider_bars", 0, 10, 10 ); - CREATE_VGUI_SLIDER( m_pSlider_MotionBlur_Strength, "slider_mblur", 1, 10, 9 ); + CREATE_VGUI_SLIDER( m_pSlider_MotionBlur_Strength, "slider_mblur", 0, 10, 10 ); CREATE_VGUI_SLIDER( m_pSlider_BloomFlare_Strength, "slider_bflare", 1, 10, 9 ); - CREATE_VGUI_SLIDER( m_pSlider_ExplosionBlur_Strength, "slider_expblur", 1, 10, 9 ); + CREATE_VGUI_SLIDER( m_pSlider_ExplosionBlur_Strength, "slider_expblur", 0, 10, 10 ); CREATE_VGUI_SLIDER( m_pSlider_Desaturation_Strength, "slider_desat", 0, 10, 10 ); - CREATE_VGUI_SLIDER( m_pSlider_FilmGrain_Strength, "slider_filmgrain", 1, 10, 9 ); + CREATE_VGUI_SLIDER( m_pSlider_FilmGrain_Strength, "slider_filmgrain", 0, 10, 10 ); + CREATE_VGUI_SLIDER( m_pSlider_Chromatic_Strength, "slider_chromatic", 0, 10, 10 ); m_pLabel_Value_CinematicBars = new Label( this, "label_bars", "" ); m_pLabel_Value_MotionBlur = new Label( this, "label_mblur", "" ); @@ -53,6 +51,7 @@ CVGUIGstringOptions::CVGUIGstringOptions( VPANEL parent, const char *pName ) : B m_pLabel_Value_ExplosionBlur = new Label( this, "label_expblur", "" ); m_pLabel_Value_Desaturation = new Label( this, "label_desat", "" ); m_pLabel_Value_FilmGrain = new Label( this, "label_filmgrain", "" ); + m_pLabel_Value_Chromatic = new Label( this, "label_chromatic", "" ); LoadControlSettings( "resource/gstring_options.res" ); @@ -77,12 +76,9 @@ void CVGUIGstringOptions::OnCommand( const char *cmd ) #define CVAR_CHECK_INTEGER( x, y ) ( x.SetValue( ( y->IsSelected() ? 1 : 0 ) ) ) #define CVAR_SLIDER_FLOAT( x, y, ratio ) ( x.SetValue( (float)(y->GetValue()/(float)ratio ) ) ) - CVAR_CHECK_INTEGER( cvar_gstring_drawbars, m_pCheck_CinematicBars ); - CVAR_CHECK_INTEGER( cvar_gstring_drawfilmgrain, m_pCheck_FilmGrain ); + CVAR_CHECK_INTEGER( cvar_gstring_drawhurtfx, m_pCheck_HurtFX ); CVAR_CHECK_INTEGER( cvar_gstring_drawvignette, m_pCheck_Vignette ); CVAR_CHECK_INTEGER( cvar_gstring_drawgodrays, m_pCheck_GodRays ); - CVAR_CHECK_INTEGER( cvar_gstring_drawexplosionblur, m_pCheck_ExplosionBlur ); - CVAR_CHECK_INTEGER( cvar_gstring_drawmotionblur, m_pCheck_MotionBlur ); CVAR_CHECK_INTEGER( cvar_gstring_drawscreenblur, m_pCheck_ScreenBlur ); CVAR_CHECK_INTEGER( cvar_gstring_drawdreamblur, m_pCheck_DreamBlur ); CVAR_CHECK_INTEGER( cvar_gstring_drawlensflare, m_pCheck_LensFlare ); @@ -94,6 +90,7 @@ void CVGUIGstringOptions::OnCommand( const char *cmd ) CVAR_SLIDER_FLOAT( cvar_gstring_bloomflare_strength, m_pSlider_BloomFlare_Strength, 2 ); CVAR_SLIDER_FLOAT( cvar_gstring_desaturation_strength, m_pSlider_Desaturation_Strength, 10 ); CVAR_SLIDER_FLOAT( cvar_gstring_filmgrain_strength, m_pSlider_FilmGrain_Strength, 50 ); + CVAR_SLIDER_FLOAT( cvar_gstring_chromatic_aberration, m_pSlider_Chromatic_Strength, 1000 ); cvar_gstring_drawbloomflare.SetValue( m_pCBox_BloomFlare->GetActiveItem() ); @@ -101,6 +98,28 @@ void CVGUIGstringOptions::OnCommand( const char *cmd ) CloseModal(); } + else if ( !Q_stricmp( cmd, "defaults" ) ) + { + cvar_gstring_drawhurtfx.Revert(); + cvar_gstring_drawvignette.Revert(); + cvar_gstring_drawgodrays.Revert(); + cvar_gstring_drawscreenblur.Revert(); + cvar_gstring_drawdreamblur.Revert(); + cvar_gstring_drawlensflare.Revert(); + cvar_gstring_drawwatereffects.Revert(); + + cvar_gstring_drawbloomflare.Revert(); + + cvar_gstring_explosionfx_strength.Revert(); + cvar_gstring_bars_scale.Revert(); + cvar_gstring_motionblur_scale.Revert(); + cvar_gstring_bloomflare_strength.Revert(); + cvar_gstring_desaturation_strength.Revert(); + cvar_gstring_filmgrain_strength.Revert(); + cvar_gstring_chromatic_aberration.Revert(); + + ReadValues(); + } else BaseClass::OnCommand( cmd ); } @@ -109,15 +128,17 @@ void CVGUIGstringOptions::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); + ReadValues(); +} + +void CVGUIGstringOptions::ReadValues() +{ #define CVAR_CHECK_SELECTED( x, y ) ( y->SetSelected( x.GetBool() ) ) #define CVAR_SLIDER_INTEGER( x, y, ratio ) ( y->SetValue( x.GetFloat() * ratio ) ) - CVAR_CHECK_SELECTED( cvar_gstring_drawbars, m_pCheck_CinematicBars ); - CVAR_CHECK_SELECTED( cvar_gstring_drawfilmgrain, m_pCheck_FilmGrain ); + CVAR_CHECK_SELECTED( cvar_gstring_drawhurtfx, m_pCheck_HurtFX ); CVAR_CHECK_SELECTED( cvar_gstring_drawvignette, m_pCheck_Vignette ); CVAR_CHECK_SELECTED( cvar_gstring_drawgodrays, m_pCheck_GodRays ); - CVAR_CHECK_SELECTED( cvar_gstring_drawexplosionblur, m_pCheck_ExplosionBlur ); - CVAR_CHECK_SELECTED( cvar_gstring_drawmotionblur, m_pCheck_MotionBlur ); CVAR_CHECK_SELECTED( cvar_gstring_drawscreenblur, m_pCheck_ScreenBlur ); CVAR_CHECK_SELECTED( cvar_gstring_drawdreamblur, m_pCheck_DreamBlur ); CVAR_CHECK_SELECTED( cvar_gstring_drawlensflare, m_pCheck_LensFlare ); @@ -126,12 +147,13 @@ void CVGUIGstringOptions::ApplySchemeSettings( vgui::IScheme *pScheme ) m_pCBox_BloomFlare->ActivateItem( clamp( cvar_gstring_drawbloomflare.GetInt(), 0, m_pCBox_BloomFlare->GetItemCount() ) ); - CVAR_SLIDER_INTEGER( cvar_gstring_explosionfx_strength, m_pSlider_ExplosionBlur_Strength, 10 ); + CVAR_SLIDER_INTEGER( cvar_gstring_explosionfx_strength, m_pSlider_ExplosionBlur_Strength, 11 ); CVAR_SLIDER_INTEGER( cvar_gstring_bars_scale, m_pSlider_CinematicBars_Size, 51 ); - CVAR_SLIDER_INTEGER( cvar_gstring_motionblur_scale, m_pSlider_MotionBlur_Strength, 10 ); + CVAR_SLIDER_INTEGER( cvar_gstring_motionblur_scale, m_pSlider_MotionBlur_Strength, 11 ); CVAR_SLIDER_INTEGER( cvar_gstring_bloomflare_strength, m_pSlider_BloomFlare_Strength, 2 ); CVAR_SLIDER_INTEGER( cvar_gstring_desaturation_strength, m_pSlider_Desaturation_Strength, 10 ); CVAR_SLIDER_INTEGER( cvar_gstring_filmgrain_strength, m_pSlider_FilmGrain_Strength, 51 ); + CVAR_SLIDER_INTEGER( cvar_gstring_chromatic_aberration, m_pSlider_Chromatic_Strength, 1100 ); } void CVGUIGstringOptions::PerformLayout() @@ -153,6 +175,7 @@ void CVGUIGstringOptions::OnSliderMoved( KeyValues *pKV ) m_pLabel_Value_ExplosionBlur->SetText( VarArgs( "%.1f", m_pSlider_ExplosionBlur_Strength->GetValue() / 10.0f ) ); m_pLabel_Value_Desaturation->SetText( VarArgs( "%.1f", m_pSlider_Desaturation_Strength->GetValue() / 10.0f ) ); m_pLabel_Value_FilmGrain->SetText( VarArgs( "%.1f", m_pSlider_FilmGrain_Strength->GetValue() / 10.0f ) ); + m_pLabel_Value_Chromatic->SetText( VarArgs( "%.1f", m_pSlider_Chromatic_Strength->GetValue() / 10.0f ) ); } CON_COMMAND( vgui_showGstringOptions, "" ) diff --git a/sp/src/game/client/gstring/vgui/vgui_gstringoptions.h b/sp/src/game/client/gstring/vgui/vgui_gstringoptions.h index 2c17af4b4..732a20f30 100644 --- a/sp/src/game/client/gstring/vgui/vgui_gstringoptions.h +++ b/sp/src/game/client/gstring/vgui/vgui_gstringoptions.h @@ -29,8 +29,9 @@ protected: private: - vgui::CheckButton *m_pCheck_CinematicBars; - vgui::CheckButton *m_pCheck_FilmGrain; + void ReadValues(); + + vgui::CheckButton *m_pCheck_HurtFX; vgui::CheckButton *m_pCheck_GodRays; vgui::CheckButton *m_pCheck_WaterEffects; vgui::CheckButton *m_pCheck_Vignette; @@ -38,10 +39,8 @@ private: vgui::CheckButton *m_pCheck_LensFlare; vgui::ComboBox *m_pCBox_BloomFlare; - vgui::CheckButton *m_pCheck_MotionBlur; vgui::CheckButton *m_pCheck_DreamBlur; vgui::CheckButton *m_pCheck_ScreenBlur; - vgui::CheckButton *m_pCheck_ExplosionBlur; vgui::Slider *m_pSlider_CinematicBars_Size; vgui::Slider *m_pSlider_MotionBlur_Strength; @@ -49,6 +48,7 @@ private: vgui::Slider *m_pSlider_ExplosionBlur_Strength; vgui::Slider *m_pSlider_Desaturation_Strength; vgui::Slider *m_pSlider_FilmGrain_Strength; + vgui::Slider *m_pSlider_Chromatic_Strength; vgui::Label *m_pLabel_Value_CinematicBars; vgui::Label *m_pLabel_Value_MotionBlur; @@ -56,6 +56,7 @@ private: vgui::Label *m_pLabel_Value_ExplosionBlur; vgui::Label *m_pLabel_Value_Desaturation; vgui::Label *m_pLabel_Value_FilmGrain; + vgui::Label *m_pLabel_Value_Chromatic; }; diff --git a/sp/src/game/client/hl2/hud_damageindicator.cpp b/sp/src/game/client/hl2/hud_damageindicator.cpp index 43b399568..74633f0ca 100644 --- a/sp/src/game/client/hl2/hud_damageindicator.cpp +++ b/sp/src/game/client/hl2/hud_damageindicator.cpp @@ -24,7 +24,9 @@ // GSTRINGMIGRATION #include "Gstring/gstring_postprocess.h" +#include "Gstring/gstring_cvars.h" #include "Gstring/vgui/vParticleContainer.h" +// END GSTRINGMIGRATION using namespace vgui; @@ -173,6 +175,9 @@ void CHudDamageIndicator::Init( void ) //----------------------------------------------------------------------------- bool CHudDamageIndicator::ShouldDraw( void ) { + if ( !cvar_gstring_drawhurtfx.GetBool() ) // GSTRINGMIGRATION + return false; + bool bNeedsDraw = m_DmgColorLeft[3] || m_DmgColorRight[3] || m_DmgHighColorLeft[3] || diff --git a/sp/src/game/shared/gstring/gstring_cvars.cpp b/sp/src/game/shared/gstring/gstring_cvars.cpp index cc25b3d4b..8696bc2ee 100644 --- a/sp/src/game/shared/gstring/gstring_cvars.cpp +++ b/sp/src/game/shared/gstring/gstring_cvars.cpp @@ -17,7 +17,7 @@ ConVar cvar_gstring_drawmotionblur( "gstring_DrawMotionblur", "1", FCVAR_ARCHIVE ConVar cvar_gstring_drawscreenblur( "gstring_DrawScreenBlur", "1", FCVAR_ARCHIVE ); ConVar cvar_gstring_drawdreamblur( "gstring_DrawDreamBlur", "1", FCVAR_ARCHIVE ); ConVar cvar_gstring_drawlensflare( "gstring_DrawLensFlare", "1", FCVAR_ARCHIVE ); -ConVar cvar_gstring_drawbloomflare( "gstring_DrawBloomFlare", "0", FCVAR_ARCHIVE ); +ConVar cvar_gstring_drawbloomflare( "gstring_DrawBloomFlare", "2", FCVAR_ARCHIVE ); ConVar cvar_gstring_drawwatereffects( "gstring_DrawWaterEffects", "1", FCVAR_ARCHIVE ); ConVar cvar_gstring_bars_scale( "gstring_Bars_scale", "0.14", FCVAR_ARCHIVE ); @@ -33,4 +33,7 @@ ConVar cvar_gstring_vignette_range_max( "gstring_Vignette_range_max", "0.7", FCV ConVar cvar_gstring_debug_vguiparticles( "gstring_debug_VguiParticles", "0" ); ConVar cvar_gstring_nightvision_minlighting( "gstring_nightvision_minlighting", "0.5" ); + +ConVar cvar_gstring_drawhurtfx( "gstring_DrawHurtFX", "1" ); +ConVar cvar_gstring_chromatic_aberration( "gstring_chromatic_aberration", "0.005" ); #endif diff --git a/sp/src/game/shared/gstring/gstring_cvars.h b/sp/src/game/shared/gstring/gstring_cvars.h index d76f74081..ca936e92e 100644 --- a/sp/src/game/shared/gstring/gstring_cvars.h +++ b/sp/src/game/shared/gstring/gstring_cvars.h @@ -32,6 +32,9 @@ extern ConVar cvar_gstring_vignette_range_max; extern ConVar cvar_gstring_debug_vguiparticles; extern ConVar cvar_gstring_nightvision_minlighting; + +extern ConVar cvar_gstring_drawhurtfx; +extern ConVar cvar_gstring_chromatic_aberration; #endif