Update EffectGlow.hpp
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@ -21,13 +21,7 @@ public:
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{
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{
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if (init)
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if (init)
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{
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{
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mat_unlit.Shutdown();
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mat_unlit_z.Shutdown();
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mat_unlit_z.Shutdown();
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mat_blit.Shutdown();
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mat_unlit.Shutdown();
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mat_unlit_z.Shutdown();
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mat_blur_x.Shutdown();
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mat_blur_y.Shutdown();
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init = false;
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init = false;
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}
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}
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}
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}
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@ -47,27 +41,18 @@ public:
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return enabled;
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return enabled;
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}
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}
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void StartStenciling();
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void EndStenciling();
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void DrawEntity(IClientEntity *entity);
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void DrawEntity(IClientEntity *entity);
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void DrawToStencil(IClientEntity *entity);
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void DrawToBuffer(IClientEntity *entity);
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rgba_t GlowColor(IClientEntity *entity);
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rgba_t GlowColor(IClientEntity *entity);
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bool ShouldRenderGlow(IClientEntity *entity);
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bool ShouldRenderGlow(IClientEntity *entity);
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void RenderGlow(IClientEntity *entity);
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void BeginRenderGlow();
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void EndRenderGlow();
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public:
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public:
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bool init{ false };
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bool init{ false };
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bool drawing{ false };
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bool drawing{ false };
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bool enabled;
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bool enabled;
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float orig_modulation[3];
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CMaterialReference mat_blit;
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CMaterialReference mat_blur_x;
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CMaterialReference mat_blur_y;
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CMaterialReference mat_unlit;
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CMaterialReference mat_unlit_z;
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CMaterialReference mat_unlit_z;
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IMaterial *mat_halo;
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IMaterial *mat_glow;
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ITexture *mat_fullframe;
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};
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};
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extern EffectGlow g_EffectGlow;
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extern EffectGlow g_EffectGlow;
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