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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/particle_util.h

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pBuilder->AdvanceVertex(); } inline float GetAlphaDistanceFade( const Vector &pos, const float fadeNearDist, const float fadeFarDist) { if(-pos.z > fadeFarDist) { return 1; } else if(-pos.z > fadeNearDist) { return (-pos.z - fadeNearDist) / (fadeFarDist - fadeNearDist); } else { return 0; } } inline Vector WorldGetLightForPoint(const Vector &vPos, bool bClamp) { #if defined(PARTICLEPROTOTYPE_APP)
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pBuilder->AdvanceVertex(); } //inline float GetAlphaDistanceFade( // const Vector &pos, // const float fadeNearDist, // const float fadeFarDist) //{ // if(-pos.z > fadeFarDist) // { // return 1; // } // else if(-pos.z > fadeNearDist) // { // return (-pos.z - fadeNearDist) / (fadeFarDist - fadeNearDist); // } // else // { // return 0; // } //} // If you can find a MAX_VIEW_DISTANCE or something, maybe use that instead of 65536. inline float GetAlphaDistanceFade( const Vector &pos, const float fadeNearMin = 0, const float fadeNearMax = 0, const float fadeFarMin = 65536, const float fadeFarMax = 65536) { if ( -pos.z < fadeNearMin || -pos.z > fadeFarMax ) { return 0; } else if ( -pos.z < fadeNearMax && fadeNearMax != fadeNearMin ) { return ( -pos.z - fadeNearMin ) / ( fadeNearMax - fadeNearMin ); } else if( -pos.z > fadeFarMin && fadeFarMax != fadeFarMin ) { return 1 - ( ( -pos.z - fadeFarMin ) / ( fadeFarMax - fadeFarMin ) ); } else { return 1; } } inline Vector WorldGetLightForPoint(const Vector &vPos, bool bClamp) { #if defined(PARTICLEPROTOTYPE_APP)