mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-07 17:29:36 +00:00
add more custom screen resolutions, fix build
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+1
-1
@@ -790,7 +790,7 @@ public:
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virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar ) = 0;
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virtual void IN_TouchEvent( int type, int fingerId, int x, int y ) = 0;
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virtual void IN_TouchEvent( uint data, uint data2, uint data3, uint data4 ) = 0;
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};
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#define CLIENT_DLL_INTERFACE_VERSION "VClient017"
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@@ -581,6 +581,20 @@ FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
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}
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}
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const char *ExtraVpkPaths = getenv( "EXTRAS_VPK_PATH" );
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char szAbsSearchPath[MAX_PATH];
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if( ExtraVpkPaths )
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{
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CUtlStringList vecPaths;
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V_SplitString( ExtraVpkPaths, ",", vecPaths );
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FOR_EACH_VEC( vecPaths, idxExtraPath )
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{
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FileSystem_AddLoadedSearchPath( initInfo, "GAME", vecPaths[idxExtraPath], false );
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}
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}
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bool bLowViolence = initInfo.m_bLowViolence;
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for ( KeyValues *pCur=pSearchPaths->GetFirstValue(); pCur; pCur=pCur->GetNextValue() )
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{
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@@ -602,11 +616,12 @@ FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
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// We need a special identifier in the gameinfo.txt here because the base hl2 folder exists in different places.
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// In the case of a game or a Steam-launched dedicated server, all the necessary prior engine content is mapped in with the Steam depots,
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// so we can just use the path as-is.
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pLocation += strlen( BASESOURCEPATHS_TOKEN );
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}
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CUtlStringList vecFullLocationPaths;
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char szAbsSearchPath[MAX_PATH];
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V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), pLocation, pszBaseDir );
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// Now resolve any ./'s.
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@@ -993,6 +993,7 @@ typedef enum _D3DTEXTUREADDRESS
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typedef enum _D3DSHADEMODE
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{
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D3DSHADE_NONE = 0,
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D3DSHADE_FLAT = 1,
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D3DSHADE_GOURAUD = 2,
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D3DSHADE_PHONG = 3,
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