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Port navmesh debug renderer from primedev (#626)
Adds support for rendering navmeshes in-game using debug overlay Cherry-picked from primedev, originally written by F1F7Y Co-authored-by: F1F7Y <[email protected]> Co-authored-by: Maya <[email protected]>
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#pragma once | ||
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#include "toolframework/itoolentity.h" | ||
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inline IClientTools* g_pClientTools = nullptr; |
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#pragma once | ||
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// Render Line | ||
inline void (*RenderLine)(const Vector3& v1, const Vector3& v2, Color c, bool bZBuffer); | ||
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// Render box | ||
inline void (*RenderBox)( | ||
const Vector3& vOrigin, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer, bool bInsideOut); | ||
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// Render wireframe box | ||
inline void (*RenderWireframeBox)( | ||
const Vector3& vOrigin, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer, bool bInsideOut); | ||
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// Render swept box | ||
inline void (*RenderWireframeSweptBox)( | ||
const Vector3& vStart, const Vector3& vEnd, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer); | ||
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// Render Triangle | ||
inline void (*RenderTriangle)(const Vector3& p1, const Vector3& p2, const Vector3& p3, Color c, bool bZBuffer); | ||
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// Render Axis | ||
inline void (*RenderAxis)(const Vector3& vOrigin, float flScale, bool bZBuffer); | ||
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// I dont know | ||
inline void (*RenderUnknown)(const Vector3& vUnk, float flUnk, bool bUnk); | ||
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// Render Sphere | ||
inline void (*RenderSphere)(const Vector3& vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer); |
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#include "toolframework/itoolentity.h" | ||
#include "client/cdll_client_int.h" | ||
#include "core/tier1.h" | ||
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class CClientTools : public IClientTools | ||
{ | ||
public: | ||
}; | ||
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ON_DLL_LOAD("client.dll", ClientClientTools, (CModule module)) | ||
{ | ||
g_pClientTools = Sys_GetFactoryPtr("client.dll", "VCLIENTTOOLS001").RCast<IClientTools*>(); | ||
} |
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#pragma once | ||
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inline float FastSqrt(float x) | ||
{ | ||
__m128 root = _mm_sqrt_ss(_mm_load_ss(&x)); | ||
return *(reinterpret_cast<float*>(&root)); | ||
} |
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