CompileTeam: Difference between revisions
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{{subpage|[[Material map compile flags]]}}{{DISPLAYTITLE:%CompileTeam}}{{toc-right}} | {{subpage|[[Material map compile flags]]}}{{DISPLAYTITLE:%CompileTeam}}{{toc-right}} | ||
{{l4ds|since}} | {{l4ds|since}} | ||
Compiles the texture to only affect a specific team. For example, the climb texture is a ladder that only lets infected climb up it. | Compiles the texture to only affect a specific team. For example, the climb texture is a ladder that only lets infected climb up it. However, making a texture '''visible''' to only one team requires [[Material proxies|Proxies]]. As seen in the example below. | ||
However, making a texture '''visible''' to only one team requires [[Material | |||
== Example == | == Example == | ||
UnlitGeneric | UnlitGeneric | ||
{ | { | ||
Latest revision as of 17:23, 28 November 2025
(in all games since ![]()
)
Compiles the texture to only affect a specific team. For example, the climb texture is a ladder that only lets infected climb up it. However, making a texture visible to only one team requires Proxies. As seen in the example below.
Example
UnlitGeneric
{
$basetexture "tools\climb"
$additive 1
"%compileTeam" 2
"%compilepassbullets" 1
"%compileladder" 1
$proxRange 0.0
$proxTeam 1.0
$one 1.0
Proxies
{
PlayerTeam
{
team 3 //Note: "%compileTeam" and this "team" use different numbers. Because that's just how it is coded.
resultVar $proxTeam
}
Subtract
{
srcVar1 $one
srcVar2 $proxRange
resultVar $alpha
}
Multiply
{
srcVar1 $alpha
srcVar2 $proxTeam
resultVar $alpha
}
TextureScroll
{
texturescrollvar $baseTextureTransform
texturescrollrate 1
texturescrollangle 90.00
}
}
}
VBSP code
While %CompileTeam only exists in
VBSP and newer, the contents flags it writes exist in all versions of Source. Adding the following to the SDK VBSP source code will allow %CompileTeam to be used in
branches, without using leaked code.
First, add this to the appropriate section of PrintBrushContentsToString in csg.cpp:
ADD_CONTENTS(CONTENTS_TEAM1)
ADD_CONTENTS(CONTENTS_TEAM2)
Next, add the following to the appropriate section of FindMiptex in textures.cpp:
// Handle L4D-style %CompileTeam (no leaked code used)
if ( propVal = GetMaterialVar( matID, "%compileTeam" ) )
{
if ( ( atoi(propVal) ) == 1 )
{
textureref[i].contents |= CONTENTS_TEAM1;
}
else if ( ( atoi(propVal) ) == 2 )
{
textureref[i].contents |= CONTENTS_TEAM2;
}
}