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https://github.com/nillerusr/source-engine.git
synced 2026-08-08 17:59:37 +00:00
game: init uninitialized variables
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@@ -677,6 +677,8 @@ C_BaseAnimating::C_BaseAnimating() :
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m_pRagdoll = NULL;
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m_builtRagdoll = false;
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m_hitboxBoneCacheHandle = 0;
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m_nHitboxSet = 0;
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int i;
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for ( i = 0; i < ARRAYSIZE( m_flEncodedController ); i++ )
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{
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@@ -694,6 +696,8 @@ C_BaseAnimating::C_BaseAnimating() :
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m_bStoreRagdollInfo = false;
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m_pRagdollInfo = NULL;
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m_pJiggleBones = NULL;
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m_pBoneMergeCache = NULL;
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m_flPlaybackRate = 1.0f;
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@@ -903,6 +903,7 @@ C_BaseEntity::C_BaseEntity() :
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m_DataChangeEventRef = -1;
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m_EntClientFlags = 0;
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m_bEnableRenderingClipPlane = false;
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m_iParentAttachment = 0;
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m_nRenderFXBlend = 255;
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@@ -940,10 +941,12 @@ C_BaseEntity::C_BaseEntity() :
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#if !defined( NO_ENTITY_PREDICTION )
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m_pPredictionContext = NULL;
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#endif
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//NOTE: not virtual! we are in the constructor!
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C_BaseEntity::Clear();
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SetModelName( NULL_STRING );
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m_iClassname = NULL_STRING;
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m_InterpolationListEntry = 0xFFFF;
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m_TeleportListEntry = 0xFFFF;
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@@ -984,7 +987,6 @@ C_BaseEntity::~C_BaseEntity()
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void C_BaseEntity::Clear( void )
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{
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m_bDormant = true;
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m_nCreationTick = -1;
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m_RefEHandle.Term();
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m_ModelInstance = MODEL_INSTANCE_INVALID;
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@@ -998,6 +1000,7 @@ void C_BaseEntity::Clear( void )
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SetLocalOrigin( vec3_origin );
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SetLocalAngles( vec3_angle );
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model = NULL;
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m_pOriginalData = NULL;
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m_vecAbsOrigin.Init();
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m_angAbsRotation.Init();
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m_vecVelocity.Init();
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@@ -3741,7 +3744,7 @@ void C_BaseEntity::AddColoredDecal( const Vector& rayStart, const Vector& rayEnd
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case mod_brush:
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{
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color32 cColor32 = { cColor.r(), cColor.g(), cColor.b(), cColor.a() };
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color32 cColor32 = { (uint8)cColor.r(), (uint8)cColor.g(), (uint8)cColor.b(), (uint8)cColor.a() };
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effects->DecalColorShoot( decalIndex, index, model, GetAbsOrigin(), GetAbsAngles(), decalCenter, 0, 0, cColor32 );
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}
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break;
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@@ -91,7 +91,7 @@ struct FS_LocalToGlobal_t
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const flexsettinghdr_t *m_Key;
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int m_nCount;
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int *m_Mapping;
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int *m_Mapping = NULL;
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};
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bool FlexSettingLessFunc( const FS_LocalToGlobal_t& lhs, const FS_LocalToGlobal_t& rhs );
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@@ -24,7 +24,7 @@ public:
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private:
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int m_nOccluderIndex;
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bool m_bActive;
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bool m_bActive = false;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_FuncOccluder, DT_FuncOccluder, CFuncOccluder )
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@@ -1539,7 +1539,7 @@ void CTempEnts::BloodSprite( const Vector &org, int r, int g, int b, int a, int
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{
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C_LocalTempEntity *pTemp;
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int frameCount = modelinfo->GetModelFrameCount( model );
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color32 impactcolor = { r, g, b, a };
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color32 impactcolor = { (uint8)r, (uint8)g, (uint8)b, (uint8)a };
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//Large, single blood sprite is a high-priority tent
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if ( ( pTemp = TempEntAllocHigh( org, model ) ) != NULL )
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@@ -633,6 +633,7 @@ CBaseHudChat::CBaseHudChat( const char *pElementName )
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}
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m_pChatHistory = new CHudChatHistory( this, "HudChatHistory" );
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m_pFilterPanel = NULL;
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CreateChatLines();
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CreateChatInputLine();
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@@ -1829,4 +1830,4 @@ void CBaseHudChat::FireGameEvent( IGameEvent *event )
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ChatPrintf( player->entindex(), CHAT_FILTER_NONE, "(SourceTV) %s", event->GetString( "text" ) );
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}
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#endif
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}
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}
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@@ -931,7 +931,7 @@ void CViewRender::WriteSaveGameScreenshotOfSize( const char *pFilename, int widt
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{
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// Write TGA format to buffer
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int iMaxTGASize = 1024 + ( nSrcWidth * nSrcHeight * 4 );
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void *pTGA = malloc( iMaxTGASize );
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void *pTGA = new char[ iMaxTGASize ];
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buffer.SetExternalBuffer( pTGA, iMaxTGASize, 0 );
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bWriteResult = TGAWriter::WriteToBuffer( pSrcImage, buffer, nSrcWidth, nSrcHeight, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 );
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@@ -1435,8 +1435,8 @@ static void GetFogColorTransition( fogparams_t *pFogParams, float *pColorPrimary
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{
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float flPercent = 1.0f - (( pFogParams->lerptime - gpGlobals->curtime ) / pFogParams->duration );
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float flPrimaryColorLerp[3] = { pFogParams->colorPrimaryLerpTo.GetR(), pFogParams->colorPrimaryLerpTo.GetG(), pFogParams->colorPrimaryLerpTo.GetB() };
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float flSecondaryColorLerp[3] = { pFogParams->colorSecondaryLerpTo.GetR(), pFogParams->colorSecondaryLerpTo.GetG(), pFogParams->colorSecondaryLerpTo.GetB() };
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float flPrimaryColorLerp[3] = { (float)pFogParams->colorPrimaryLerpTo.GetR(), (float)pFogParams->colorPrimaryLerpTo.GetG(), (float)pFogParams->colorPrimaryLerpTo.GetB() };
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float flSecondaryColorLerp[3] = { (float)pFogParams->colorSecondaryLerpTo.GetR(), (float)pFogParams->colorSecondaryLerpTo.GetG(), (float)pFogParams->colorSecondaryLerpTo.GetB() };
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CheckAndTransitionColor( flPercent, pColorPrimary, flPrimaryColorLerp );
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CheckAndTransitionColor( flPercent, pColorSecondary, flSecondaryColorLerp );
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@@ -1459,8 +1459,8 @@ static void GetFogColor( fogparams_t *pFogParams, float *pColor )
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}
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else
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{
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float flPrimaryColor[3] = { pFogParams->colorPrimary.GetR(), pFogParams->colorPrimary.GetG(), pFogParams->colorPrimary.GetB() };
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float flSecondaryColor[3] = { pFogParams->colorSecondary.GetR(), pFogParams->colorSecondary.GetG(), pFogParams->colorSecondary.GetB() };
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float flPrimaryColor[3] = { (float)pFogParams->colorPrimary.GetR(), (float)pFogParams->colorPrimary.GetG(), (float)pFogParams->colorPrimary.GetB() };
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float flSecondaryColor[3] = { (float)pFogParams->colorSecondary.GetR(), (float)pFogParams->colorSecondary.GetG(), (float)pFogParams->colorSecondary.GetB() };
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GetFogColorTransition( pFogParams, flPrimaryColor, flSecondaryColor );
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@@ -2689,6 +2689,7 @@ bool DoesViewPlaneIntersectWater( float waterZ, int leafWaterDataID )
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// &view - the camera view to render from
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// nClearFlags - how to clear the buffer
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//-----------------------------------------------------------------------------
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void CViewRender::ViewDrawScene_PortalStencil( const CViewSetup &viewIn, ViewCustomVisibility_t *pCustomVisibility )
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{
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VPROF( "CViewRender::ViewDrawScene_PortalStencil" );
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@@ -2700,28 +2701,6 @@ void CViewRender::ViewDrawScene_PortalStencil( const CViewSetup &viewIn, ViewCus
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QAngle vecOldAngles = CurrentViewAngles();
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int iCurrentViewID = g_CurrentViewID;
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int iRecursionLevel = g_pPortalRender->GetViewRecursionLevel();
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Assert( iRecursionLevel > 0 );
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//get references to reflection textures
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CTextureReference pPrimaryWaterReflectionTexture;
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pPrimaryWaterReflectionTexture.Init( GetWaterReflectionTexture() );
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CTextureReference pReplacementWaterReflectionTexture;
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pReplacementWaterReflectionTexture.Init( portalrendertargets->GetWaterReflectionTextureForStencilDepth( iRecursionLevel ) );
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//get references to refraction textures
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CTextureReference pPrimaryWaterRefractionTexture;
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pPrimaryWaterRefractionTexture.Init( GetWaterRefractionTexture() );
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CTextureReference pReplacementWaterRefractionTexture;
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pReplacementWaterRefractionTexture.Init( portalrendertargets->GetWaterRefractionTextureForStencilDepth( iRecursionLevel ) );
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//swap texture contents for the primary render targets with those we set aside for this recursion level
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if( pReplacementWaterReflectionTexture != NULL )
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pPrimaryWaterReflectionTexture->SwapContents( pReplacementWaterReflectionTexture );
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if( pReplacementWaterRefractionTexture != NULL )
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pPrimaryWaterRefractionTexture->SwapContents( pReplacementWaterRefractionTexture );
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bool bDrew3dSkybox = false;
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SkyboxVisibility_t nSkyboxVisible = SKYBOX_NOT_VISIBLE;
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@@ -2738,7 +2717,7 @@ void CViewRender::ViewDrawScene_PortalStencil( const CViewSetup &viewIn, ViewCus
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//generate unique view ID's for each stencil view
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view_id_t iNewViewID = (view_id_t)g_pPortalRender->GetCurrentViewId();
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SetupCurrentView( view.origin, view.angles, (view_id_t)iNewViewID );
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// update vis data
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unsigned int visFlags;
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SetupVis( view, visFlags, pCustomVisibility );
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@@ -2757,10 +2736,10 @@ void CViewRender::ViewDrawScene_PortalStencil( const CViewSetup &viewIn, ViewCus
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DetermineWaterRenderInfo( fogInfo, waterInfo );
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if ( waterInfo.m_bCheapWater )
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{
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{
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cplane_t glassReflectionPlane;
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if ( IsReflectiveGlassInView( viewIn, glassReflectionPlane ) )
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{
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{
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CRefPtr<CReflectiveGlassView> pGlassReflectionView = new CReflectiveGlassView( this );
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pGlassReflectionView->Setup( viewIn, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR | VIEW_CLEAR_OBEY_STENCIL, drawSkybox, fogInfo, waterInfo, glassReflectionPlane );
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AddViewToScene( pGlassReflectionView );
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@@ -2813,14 +2792,6 @@ void CViewRender::ViewDrawScene_PortalStencil( const CViewSetup &viewIn, ViewCus
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// Return to the previous view
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SetupCurrentView( vecOldOrigin, vecOldAngles, (view_id_t)iCurrentViewID );
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g_CurrentViewID = iCurrentViewID; //just in case the cast to view_id_t screwed up the id #
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//swap back the water render targets
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if( pReplacementWaterReflectionTexture != NULL )
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pPrimaryWaterReflectionTexture->SwapContents( pReplacementWaterReflectionTexture );
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if( pReplacementWaterRefractionTexture != NULL )
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pPrimaryWaterRefractionTexture->SwapContents( pReplacementWaterRefractionTexture );
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}
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void CViewRender::Draw3dSkyboxworld_Portal( const CViewSetup &view, int &nClearFlags, bool &bDrew3dSkybox, SkyboxVisibility_t &nSkyboxVisible, ITexture *pRenderTarget )
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