mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-19 12:06:07 +08:00
* 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:
@ -867,7 +867,7 @@ public:
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int iFirstUsed;
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int iOrigIndex;
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bool operator<(const SortEntry& rhs)
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bool operator<(const SortEntry& rhs) const
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{
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return iFirstUsed < rhs.iFirstUsed;
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}
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@ -286,12 +286,8 @@ void CreateDefaultCubemaps( bool bHDR )
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// NOTE: This implementation depends on the fact that all VTF files contain
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// all mipmap levels
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const char *pSkyboxBaseName = FindSkyboxMaterialName();
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char skyboxMaterialName[MAX_PATH];
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Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
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IVTFTexture *pSrcVTFTextures[6];
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if( !skyboxMaterialName )
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if( !pSkyboxBaseName )
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{
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if( s_DefaultCubemapNames.Count() )
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{
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@ -300,6 +296,11 @@ void CreateDefaultCubemaps( bool bHDR )
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return;
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}
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char skyboxMaterialName[MAX_PATH];
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Q_snprintf( skyboxMaterialName, MAX_PATH, "skybox/%s", pSkyboxBaseName );
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IVTFTexture *pSrcVTFTextures[6];
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int unionTextureFlags = 0;
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if( !LoadSrcVTFFiles( pSrcVTFTextures, skyboxMaterialName, &unionTextureFlags, bHDR ) )
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{
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@ -379,7 +379,7 @@ static int SelectDetail( DetailObjectGroup_t const& group )
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static int AddDetailDictLump( const char* pModelName )
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{
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DetailObjectDictLump_t dictLump;
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strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
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Q_strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
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for (int i = s_DetailObjectDictLump.Count(); --i >= 0; )
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{
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@ -432,7 +432,7 @@ public:
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private:
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CPhysConvex *CPlaneList::BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
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CPhysConvex *BuildConvexForBrush( int brushnumber, float shrink, CPhysCollide *pCollideTest, float shrinkMinimum );
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public:
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CUtlVector<CPhysConvex *> m_convex;
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@ -93,7 +93,7 @@ bool g_bOnlyStaticProps = false;
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bool g_bShowStaticPropNormals = false;
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float gamma = 0.5;
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float gamma_value = 0.5;
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float indirect_sun = 1.0;
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float reflectivityScale = 1.0;
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qboolean do_extra = true;
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@ -336,7 +336,7 @@ extern dface_t *g_pFaces;
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extern bool g_bMPIProps;
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extern byte nodehit[MAX_MAP_NODES];
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extern float gamma;
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extern float gamma_value;
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extern float indirect_sun;
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extern float smoothing_threshold;
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extern int dlight_map;
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@ -524,7 +524,8 @@ private:
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bool TestPointAgainstSkySurface( Vector const &pt, dface_t *pFace )
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{
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// Create sky face winding.
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winding_t *pWinding = WindingFromFace( pFace, Vector( 0.0f, 0.0f, 0.0f ) );
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Vector v( 0.0f, 0.0f, 0.0f );
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winding_t *pWinding = WindingFromFace( pFace, v );
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// Test point in winding. (Since it is at the node, it is in the plane.)
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bool bRet = PointInWinding( pt, pWinding );
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