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game: init uninitialized variables
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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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