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void C_BaseHLPlayer::OnDataChanged( DataUpdateType_t updateType )
{
// Make sure we're thinking
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
ConVarRef scissor( "r_flashlightscissor" );
scissor.SetValue( "0" );
BaseClass::OnDataChanged( updateType );
}
TiiM wrote:I added the code here and play it no longer works as it should
in file c_basehlplayer.cpp
- Code: Select all
void C_BaseHLPlayer::OnDataChanged( DataUpdateType_t updateType )
{
// Make sure we're thinking
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
ConVarRef scissor( "r_flashlightscissor" );
scissor.SetValue( "0" );
BaseClass::OnDataChanged( updateType );
}
kkirspel wrote:...
Since you are saying you're compiling the code, could you just go ahead and tell me how to in your next post...?
K thks.
kkirspel wrote:...
Since you are saying you're compiling the code, could you just go ahead and tell me how to in your next post...?
K thks.
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
C_BaseHLPlayer::C_BaseHLPlayer()
{
AddVar( &m_Local.m_vecPunchAngle, &m_Local.m_iv_vecPunchAngle, LATCH_SIMULATION_VAR );
AddVar( &m_Local.m_vecPunchAngleVel, &m_Local.m_iv_vecPunchAngleVel, LATCH_SIMULATION_VAR );
m_flZoomStart = 0.0f;
m_flZoomEnd = 0.0f;
m_flZoomRate = 0.0f;
m_flZoomStartTime = 0.0f;
m_flSpeedMod = cl_forwardspeed.GetFloat();
ConVar *r_flashlightscissor = g_pCVar->FindVar("r_flashlightscissor");
if(r_flashlightscissor)
{
r_flashlightscissor->AddFlags(FCVAR_HIDDEN | FCVAR_CHEAT);
r_flashlightscissor->SetValue(0);
}
}
Gary wrote:Stoop; it appears to use 1024, but for some reason it has greater detail. The real reason Portal 2 shadow mapping looks better is that there is no longer any more shadow bleeding, they likely added better system to handle it.
stoopdapoop wrote:And wow, I just realized that the thread name is misspelled.
joe_rogers_11155 wrote:Thanks to Gary and crew, my antlions look more epic than ever. (But I just realized I may need to disable regular shadows (RTT)...what do you think?)
joe_rogers_11155 wrote:woot. Why in the hell doesn't Valve want to do this for their official games? These look almost better than Portal 2.
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