void CReplayRenderer::DrawResolvingQuad( int nWidth, int nHeight ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); IMesh *pMesh = pRenderContext->GetDynamicMesh(); CMeshBuilder meshBuilder; // Epsilons for 1:1 texel to pixel mapping float fWidthEpsilon = IsOSX() ? 0.0f : 0.5f / ((float) nWidth); float fHeightEpsilon = IsOSX() ? 0.0f : 0.5f / ((float) nHeight); meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); meshBuilder.Position3f( -1.0f, 1.0f, 0.5f ); // Upper left meshBuilder.TexCoord2f( 0, 0.0f + fWidthEpsilon, 0.0f + fHeightEpsilon ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( -1.0f, -1.0f, 0.5f ); // Lower left meshBuilder.TexCoord2f( 0, 0.0f + fWidthEpsilon, 1.0f + fHeightEpsilon ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( 1.0f, -1.0f, 0.5f ); // Lower right meshBuilder.TexCoord2f( 0, 1.0f + fWidthEpsilon, 1.0f + fHeightEpsilon ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( 1.0f, 1.0f, 0.5f ); // Upper right meshBuilder.TexCoord2f( 0, 1.0f + fWidthEpsilon, 0.0f + fHeightEpsilon ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); }
void SetSpriteCommonShadowState( unsigned int shaderFlags ) { IShaderShadow *pShaderShadow = s_pShaderShadow; s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0; pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bSRGB ); // Only enabling this on OSX() - it causes GL mode's light glow sprites to be much darker vs. D3D9 under Linux/Win GL. bool bSRGBOutputAdapter = ( IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() ) && !bSRGB; unsigned int flags = VERTEX_POSITION; if( shaderFlags & SHADER_USE_VERTEX_COLOR ) { flags |= VERTEX_COLOR; } int numTexCoords = 1; s_pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( jl_sprite_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false ); SET_STATIC_VERTEX_SHADER_COMBO( SRGB, bSRGB ); SET_STATIC_VERTEX_SHADER( jl_sprite_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path { DECLARE_STATIC_PIXEL_SHADER( jl_sprite_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false ); SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false ); SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB ); SET_STATIC_PIXEL_SHADER_COMBO( SRGB_OUTPUT_ADAPTER, bSRGBOutputAdapter ); SET_STATIC_PIXEL_SHADER( jl_sprite_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( jl_sprite_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false ); SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false ); SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB ); SET_STATIC_PIXEL_SHADER( jl_sprite_ps20 ); } // OSX always has to sRGB write (don't do this on Linux/Win GL - it causes glow sprites to be way too dark) s_pShaderShadow->EnableSRGBWrite( bSRGB || ( IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() ) ); }
//----------------------------------------------------------------------------- // Attach to a material //----------------------------------------------------------------------------- void CMaterialReference::Init( char const* pMaterialName, const char *pTextureGroupName, bool bComplain ) { IMaterial *pMaterial = materials->FindMaterial( pMaterialName, pTextureGroupName, bComplain); if( IsErrorMaterial( pMaterial ) ) { if (IsOSX()) { printf("\n ##### CMaterialReference::Init got error material for %s in tex group %s", pMaterialName, pTextureGroupName ); } } Assert( pMaterial ); Init( pMaterial ); }
// todo(jonahr): Eventually could add support for all conditions/operating // systems, but these are the ones in use for now void validateConfigBase(const GPUTestConfig &config) { EXPECT_EQ(IsWindows(), config.getConditions()[GPUTestConfig::kConditionWin]); EXPECT_EQ(IsOSX(), config.getConditions()[GPUTestConfig::kConditionMac]); EXPECT_EQ(IsLinux(), config.getConditions()[GPUTestConfig::kConditionLinux]); EXPECT_EQ(IsAndroid(), config.getConditions()[GPUTestConfig::kConditionAndroid]); EXPECT_EQ(IsNexus5X(), config.getConditions()[GPUTestConfig::kConditionNexus5X]); EXPECT_EQ(IsPixel2(), config.getConditions()[GPUTestConfig::kConditionPixel2]); EXPECT_EQ(IsIntel(), config.getConditions()[GPUTestConfig::kConditionIntel]); EXPECT_EQ(IsAMD(), config.getConditions()[GPUTestConfig::kConditionAMD]); EXPECT_EQ(IsNVIDIA(), config.getConditions()[GPUTestConfig::kConditionNVIDIA]); EXPECT_EQ(IsDebug(), config.getConditions()[GPUTestConfig::kConditionDebug]); EXPECT_EQ(IsRelease(), config.getConditions()[GPUTestConfig::kConditionRelease]); }
void DrawRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Refract_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bHasEnvmap = params[info.m_nEnvmap]->IsTexture(); bool bRefractTintTexture = params[info.m_nRefractTintTexture]->IsTexture(); bool bFadeOutOnSilhouette = params[info.m_nFadeOutOnSilhouette]->GetIntValue() != 0; int blurAmount = params[info.m_nBlurAmount]->GetIntValue(); bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0); bool bSecondaryNormal = ( ( info.m_nNormalMap2 != -1 ) && ( params[info.m_nNormalMap2]->IsTexture() ) ); bool bColorModulate = ( ( info.m_nVertexColorModulate != -1 ) && ( params[info.m_nVertexColorModulate]->GetIntValue() ) ); bool bWriteZ = params[info.m_nNoWriteZ]->GetIntValue() == 0; if( blurAmount < 0 ) { blurAmount = 0; } else if( blurAmount > MAXBLUR ) { blurAmount = MAXBLUR; } BlendType_t nBlendType = pShader->EvaluateBlendRequirements( BASETEXTURE, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use bFullyOpaque &= !bMasked; bool bTranslucentNormal = pShader->TextureIsTranslucent( info.m_nNormalMap, false ); bFullyOpaque &= (! bTranslucentNormal ); NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE; if ( g_pHardwareConfig->SupportsNormalMapCompression() ) { ITexture *pBumpTex = params[info.m_nNormalMap]->GetTextureValue(); if ( pBumpTex ) { nNormalDecodeMode = pBumpTex->GetNormalDecodeMode(); if ( bSecondaryNormal ) // Check encoding of secondary normal if there is one { ITexture *pBumpTex2 = params[info.m_nNormalMap2]->GetTextureValue(); if ( pBumpTex2 && ( pBumpTex2->GetNormalDecodeMode() != nNormalDecodeMode ) ) { DevMsg("Refract: Primary and Secondary normal map compression formats don't match. This is unsupported!\n"); Assert(0); } } } } SHADOW_STATE { pShader->SetInitialShadowState( ); pShaderShadow->EnableDepthWrites( bWriteZ ); // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); // If envmap is not specified, the alpha channel is the translucency // (If envmap *is* specified, alpha channel is the reflection amount) if ( params[info.m_nNormalMap]->IsTexture() && !bHasEnvmap ) { pShader->SetDefaultBlendingShadowState( info.m_nNormalMap, false ); } // source render target that contains the image that we are warping. pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // normal map pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Normal map alpha, in the compressed normal case } if ( bSecondaryNormal ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Secondary normal map alpha, in the compressed normal case } } if( bHasEnvmap ) { // envmap pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); } if( bRefractTintTexture ) { // refract tint texture pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); } pShaderShadow->EnableSRGBWrite( true ); unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; int nTexCoordCount = 1; if( bIsModel ) { userDataSize = 4; } else { flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; } if ( bColorModulate ) { flags |= VERTEX_COLOR; } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( jl_refract_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER_COMBO( COLORMODULATE, bColorModulate ); SET_STATIC_VERTEX_SHADER( jl_refract_vs20 ); // We have to do this in the shader on R500 or Leopard bool bShaderSRGBConvert = IsOSX() && ( g_pHardwareConfig->FakeSRGBWrite() || !g_pHardwareConfig->CanDoSRGBReadFromRTs() ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send OpenGL down the ps2b path { DECLARE_STATIC_PIXEL_SHADER( jl_refract_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount ); SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked ); SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate ); SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSRGBConvert ); SET_STATIC_PIXEL_SHADER( jl_refract_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( jl_refract_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount ); SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked ); SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate ); SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); SET_STATIC_PIXEL_SHADER( jl_refract_ps20 ); } pShader->DefaultFog(); if( bMasked ) { pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); } bool bAlphaWrites = bFullyOpaque || ( params[ info.m_nForceAlphaWrite ]->GetIntValue() != 0 ); pShaderShadow->EnableAlphaWrites( bAlphaWrites ); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); if ( params[info.m_nBaseTexture]->IsTexture() ) { pShader->BindTexture( SHADER_SAMPLER2, info.m_nBaseTexture, info.m_nFrame ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); } if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShader->BindTexture( SHADER_SAMPLER3, SHADER_SAMPLER6, info.m_nNormalMap, info.m_nBumpFrame ); } else { pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); } if ( bSecondaryNormal ) { if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShader->BindTexture( SHADER_SAMPLER1, SHADER_SAMPLER7, info.m_nNormalMap2, info.m_nBumpFrame2 ); } else { pShader->BindTexture( SHADER_SAMPLER1, info.m_nNormalMap2, info.m_nBumpFrame2 ); } } if( bHasEnvmap ) { pShader->BindTexture( SHADER_SAMPLER4, info.m_nEnvmap, info.m_nEnvmapFrame ); } if( bRefractTintTexture ) { pShader->BindTexture( SHADER_SAMPLER5, info.m_nRefractTintTexture, info.m_nRefractTintTextureFrame ); } DECLARE_DYNAMIC_VERTEX_SHADER( jl_refract_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( jl_refract_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send Posix down the ps2b path { DECLARE_DYNAMIC_PIXEL_SHADER( jl_refract_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( jl_refract_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( jl_refract_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( jl_refract_ps20 ); } pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); // 1 & 2 pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nBumpTransform2 ); // 3 & 4 pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); pShader->SetPixelShaderConstantGammaToLinear( 0, info.m_nEnvmapTint ); pShader->SetPixelShaderConstantGammaToLinear( 1, info.m_nRefractTint ); pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast ); pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation ); float c5[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nRefractAmount]->GetFloatValue(), 0.0f, 0.0f }; // Time % 1000 c5[3] = pShaderAPI->CurrentTime(); c5[3] -= (float)( (int)( c5[3] / 1000.0f ) ) * 1000.0f; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); float cVs3[4] = { c5[3], 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, cVs3, 1 ); } pShader->Draw(); }
int CEstrangedSystemCaps::GetCaps( void ) { int systemCaps = ( CAPS_MATERIAL_POSTPROCESS | CAPS_SHADER_POSTPROCESS | CAPS_ESTRANGED_DEPTHPASS | CAPS_SHADOW_DEPTHPASS ); // If we're in the middle of building cubemaps ConVarRef building_cubemaps("building_cubemaps"); if ( building_cubemaps.GetBool() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; systemCaps &= ~CAPS_SHADER_POSTPROCESS; systemCaps &= ~CAPS_MATERIAL_POSTPROCESS; } // Check for null-ness... if ( g_pMaterialSystemHardwareConfig ) { // If we don't support shader model 3.0 if ( !g_pMaterialSystemHardwareConfig->SupportsShaderModel_3_0() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; } // If we support fetch4 (ATI) if ( g_pMaterialSystemHardwareConfig->SupportsFetch4() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; } // If we use ATI depth formats int shadowFilterMode = g_pMaterialSystemHardwareConfig->GetShadowFilterMode(); if ( shadowFilterMode != NVIDIA_PCF_POISSON && ( shadowFilterMode == ATI_NO_PCF_FETCH4 || shadowFilterMode == ATI_NOPCF ) ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; } // If we're not running with DirectX 9 if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90 ) { systemCaps &= ~CAPS_SHADER_POSTPROCESS; systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; systemCaps &= ~CAPS_SHADOW_DEPTHPASS; } // If we're not running with DirectX 8 if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 ) { systemCaps &= ~CAPS_MATERIAL_POSTPROCESS; } } // If we're not Windows if ( !IsWindows() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; } // ae - temporary bugfix: disable shader // post processing on mac if ( IsOSX() ) { systemCaps &= ~CAPS_SHADER_POSTPROCESS; } // If we're in VR mode if ( UseVR() ) { systemCaps &= ~CAPS_ESTRANGED_DEPTHPASS; systemCaps &= ~CAPS_SHADER_POSTPROCESS; } // Check null if ( materials ) { // If we don't support shadow depth textures if ( !materials->SupportsShadowDepthTextures() ) { systemCaps &= ~CAPS_SHADOW_DEPTHPASS; } } return systemCaps; }
void AppendPlayerInformation(ISteamHTTP *pSteamHttp, HTTPRequestHandle httpRequest, CSteamAPIContext *pSteamAPIContext, CBasePlayer *pPlayer, bool bAnonymous) { // Local DS time_t rawtime; struct tm* timeinfo; time(&rawtime); timeinfo = localtime(&rawtime); char* local_ds = asctime(timeinfo); char* newLine = strstr(local_ds, "\n"); if (newLine) { *newLine = 0; } pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "localdatetime", local_ds); // Build DS char build_ds[64]; Q_snprintf(build_ds, sizeof(build_ds), "%s,%s", __DATE__, __TIME__); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "builddatetime", build_ds); // DxLevel pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "dxlevel", ConVarRef("mat_dxlevel").GetString()); if (pPlayer) { // Position char player_position[32]; Vector player_pos = pPlayer->GetLocalOrigin(); Q_snprintf(player_position, sizeof(player_position), "%.2f,%.2f,%.2f", player_pos.x, player_pos.y, player_pos.z); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "position", player_position); // Angles char player_angles[32]; QAngle player_ang = pPlayer->GetLocalAngles(); Q_snprintf(player_angles, sizeof(player_angles), "%.2f,%.2f,%.2f", player_ang.x, player_ang.y, player_ang.z); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "angles", player_angles); // Health char player_health[16]; Q_snprintf(player_health, sizeof(player_health), "%i", pPlayer->GetHealth()); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "health", player_health); // Weapon CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); if (pWeapon) { pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "weapon", pWeapon->GetClassname()); } } // Cheats char cheats_enabled[8]; Q_snprintf(cheats_enabled, sizeof(cheats_enabled), "%i", (ConVarRef("sv_cheats").GetBool() || ConVarRef("developer").GetBool())); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "cheats", cheats_enabled); // Map #ifdef CLIENT_DLL char mapname[256]; V_FileBase(engine->GetLevelName(), mapname, sizeof(mapname)); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "level", mapname); #else pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "level", gpGlobals->mapname.ToCStr()); #endif if (pSteamAPIContext) { // Language pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "language", pSteamAPIContext->SteamUtils()->GetSteamUILanguage()); } // Platform char * platform = "unknown"; if (IsPC()) platform = "pc"; if (IsOSX()) platform = "osx"; if (IsLinux()) platform = "linux"; if (IsX360()) platform = "360"; if (IsPS3()) platform = "ps3"; pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "platform", platform); // Player ID if (bAnonymous == false) { if (ae_uniqueplayerid.GetInt() == 0) GenerateUniquePlayerId(pSteamAPIContext); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "playerid", ae_uniqueplayerid.GetString()); } }