Пример #1
0
void ClientModeHLNormal::LevelInit( const char *newmap )
{
	// reset ambient light
	static ConVarRef mat_ambient_light_r( "mat_ambient_light_r" );
	static ConVarRef mat_ambient_light_g( "mat_ambient_light_g" );
	static ConVarRef mat_ambient_light_b( "mat_ambient_light_b" );

	if ( mat_ambient_light_r.IsValid() )
	{
		mat_ambient_light_r.SetValue( "0" );
	}

	if ( mat_ambient_light_g.IsValid() )
	{
		mat_ambient_light_g.SetValue( "0" );
	}

	if ( mat_ambient_light_b.IsValid() )
	{
		mat_ambient_light_b.SetValue( "0" );
	}

	BaseClass::LevelInit(newmap);

	// sdk: make sure no windows are left open from before
	SDK_CloseAllWindows();

	// clear any DSP effects
	CLocalPlayerFilter filter;
	enginesound->SetRoomType( filter, 0 );
	enginesound->SetPlayerDSP( filter, 0, true );
}
void ShaderEditorInterface::OnFrame( float frametime )
{
	if ( IsInEditMode() )
	{
		static ConVarRef qMode( "mat_queue_mode" );
#if defined( SHADER_EDITOR_DLL_SWARM ) || defined( SHADER_EDITOR_DLL_2013 )
		qMode.SetValue( "0" );
#else
		qMode.SetValue( "-1" );
#endif
	}

	IGameSystem::UpdateAllSystems( frametime );
}
Пример #3
0
//====================================================================
// Prepara al Cliente para el inicio de un nivel
//====================================================================
void InClientMode::LevelInit( const char *newmap )
{
	// Reiniciamos la luz de ambiente
	static ConVarRef mat_ambient_light_r( "mat_ambient_light_r" );
	static ConVarRef mat_ambient_light_g( "mat_ambient_light_g" );
	static ConVarRef mat_ambient_light_b( "mat_ambient_light_b" );

	if ( mat_ambient_light_r.IsValid() )
		mat_ambient_light_r.SetValue( "0" );
	if ( mat_ambient_light_g.IsValid() )
		mat_ambient_light_g.SetValue( "0" );
	if ( mat_ambient_light_b.IsValid() )
		mat_ambient_light_b.SetValue( "0" );

	BaseClass::LevelInit( newmap );

	// clear any DSP effects
	CLocalPlayerFilter filter;
	enginesound->SetRoomType( filter, 0 );
	enginesound->SetPlayerDSP( filter, 0, true );
}
Пример #4
0
//-----------------------------------------------------------------------------
// Purpose:	Activate a button click.
//-----------------------------------------------------------------------------
void Button::DoClick()
{
	SetSelected(true);
	FireActionSignal();
	PlayButtonReleasedSound();

	static ConVarRef vgui_nav_lock( "vgui_nav_lock" );
	if ( ( !vgui_nav_lock.IsValid() || vgui_nav_lock.GetInt() == 0 ) && NavigateActivate() )
	{
		vgui_nav_lock.SetValue( 1 );
	}

	if ( !m_bStaySelectedOnClick )
	{
		SetSelected(false);
	}
}
Пример #5
0
//=============================================================================
void CUIGameData::OnCompletedAsyncDeviceAttached( CAsyncCtxUIOnDeviceAttached * job )
{
    ISelectStorageDeviceClient *pStorageDeviceClient = m_pSelectStorageClient;
    m_pSelectStorageClient = NULL;

    static ConVarRef mm_dlcs_mask_extras( "mm_dlcs_mask_extras" );
    if ( mm_dlcs_mask_extras.IsValid() )
    {
#ifdef _X360
        int iDLCmask = mm_dlcs_mask_extras.GetInt();

        if ( engine->IsLowViolence() && XGetGameRegion() == XC_GAME_REGION_EUROPE_REST )
        {
            // iDLCmask |= ( 1 << ? );
        }

        mm_dlcs_mask_extras.SetValue( iDLCmask );
#endif
    }

    uint nRet = job ? job->GetContainerOpenResult() : ERROR_SUCCESS;
    if ( nRet != ERROR_SUCCESS )
    {
        CloseWaitScreen( NULL, "ReportDeviceCorrupt" );
        pStorageDeviceClient->OnDeviceFail( ISelectStorageDeviceClient::FAIL_CORRUPT );
    }
    else
    {
        // Notify that data has loaded
        pStorageDeviceClient->AfterDeviceMounted();

        // Check for opening a new storage device immediately
        if ( m_pSelectStorageClient == NULL )
        {
            // Close down the waiting screen
            CloseWaitScreen( NULL, "OnCompletedAsyncDeviceAttached" );
        }
    }
}