if( m_bIsAutoSprinting ) { // Stop sprinting if the player lets off the stick for a moment. if( GetStickDist() == 0.0f ) { if( gpGlobals->curtime > m_fAutoSprintMinTime ) { StopSprinting(); //Prime - Adam //Turn off Sprint Blur cvar->FindVar("pp_motionblur_time")->SetValue(0.005f); cvar->FindVar("pp_motionblur_addalpha")->SetValue(0.9f); cvar->FindVar("pp_motionblur_drawalpha")->SetValue(0.3f); } } else { // Stop sprinting one half second after the player stops inputting with the move stick. m_fAutoSprintMinTime = gpGlobals->curtime + 0.5f; } }
-------- Owner Nigredo Studios http://www.nigredostudios.com --- On Thu, 18/11/10, Igoreso <igor...@inbox.ru> wrote: From: Igoreso <igor...@inbox.ru> Subject: Re: [hlcoders] Old-school motion blur on Orange box To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> Received: Thursday, 18 November, 2010, 5:38 AM > Have a look at worldspawn.h Do you mean world.cpp and world.h? Only interesting thing there is Spawn(), but I still don't know how to clean a material/texture used in motion blur code. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders