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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:
Joe Ludwig
2013-09-03 16:02:10 -07:00
parent 39d16ca147
commit b95948fb75
24 changed files with 24 additions and 19 deletions

View File

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

View File

@ -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 ) )
{

View File

@ -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; )
{

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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 );