Added full ddraw.ini + other config files and all relevant artifacts from latest modderspack.

This commit is contained in:
VladislavKolosovsky
2015-07-07 00:44:58 +07:00
parent cafa0158a7
commit b82348ed33
65 changed files with 5078 additions and 1 deletions
@@ -0,0 +1,93 @@
procedure start;
procedure update_shader;
variable perception;
variable boozes;
variable shader1;
variable shader2;
variable shader3;
variable shader4;
variable drunk_level;
variable next_reduction;
procedure start begin
variable new_pe;
variable new_booze;
variable drunk_count;
if (metarule(22,0)) then return;
if (game_loaded) then begin
if(not graphics_funcs_available) then begin
display_msg("ERROR: You must set sfall to use graphics mode 4 or 5 to use this mod");
return;
end else begin
//new_pe:=create_object_sid(125, 0, 0, -1);
//add_mult_objs_to_inven(dude_obj, new_pe, 10);
perception:=get_pc_extra_stat(1);
boozes:=obj_is_carrying_obj_pid(dude_obj, 125);
set_global_script_repeat(25);
set_global_script_repeat(-1);
shader1:=load_shader("booze1.fx");
shader2:=load_shader("booze2.fx");
shader3:=load_shader("booze3.fx");
shader4:=load_shader("booze4.fx");
drunk_level:=0;
next_reduction:=0;
//display_msg("Init: " + perception + ", " + boozes);
end
end else begin
new_pe:=get_pc_extra_stat(1);
new_booze:=obj_is_carrying_obj_pid(dude_obj, 125);
if( (perception != new_pe) or (boozes != new_booze) ) then begin
//display_msg("var change: " + perception + ", " + boozes + " -> " + new_pe + ", " + new_booze);
if ( (perception > new_pe) and (boozes > new_booze) ) then begin
if ( (perception - new_pe) < (boozes - new_booze) ) then begin
drunk_count:=perception - new_pe;
end else begin
drunk_count:=boozes - new_booze;
end
drunk_level:=drunk_level + (drunk_count*10);
//display_msg("Increasing booze count: " + drunk_level);
call update_shader;
next_reduction:=game_time + game_ticks(6);
end
perception:=new_pe;
boozes:=new_booze;
end
if( (next_reduction != 0 ) and (game_time >= next_reduction) ) then begin
drunk_level:=drunk_level - 1;
if(drunk_level == 0) then next_reduction:=0;
else next_reduction:=next_reduction + game_ticks(6);
call update_shader;
//display_msg("Decreasing booze count: " + drunk_level);
end
end
end
procedure update_shader begin
if(drunk_level >= 100) then begin
deactivate_shader(shader1);
deactivate_shader(shader2);
deactivate_shader(shader3);
activate_shader(shader4);
end else if(drunk_level >= 50) then begin
deactivate_shader(shader1);
deactivate_shader(shader2);
activate_shader(shader3);
deactivate_shader(shader4);
end else if(drunk_level >= 25) then begin
deactivate_shader(shader1);
activate_shader(shader2);
deactivate_shader(shader3);
deactivate_shader(shader4);
end else if(drunk_level > 0) then begin
activate_shader(shader1);
deactivate_shader(shader2);
deactivate_shader(shader3);
deactivate_shader(shader4);
end else begin
deactivate_shader(shader1);
deactivate_shader(shader2);
deactivate_shader(shader3);
deactivate_shader(shader4);
end
end
@@ -0,0 +1,25 @@
sampler s0;
static const float2 rcpres =
{
0.0015625,
0.0020833333333333333333333333333333
};
float4 Blur( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color = 0;
Color += tex2D( s0, float2(Tex.x, Tex.y));
Color += tex2D( s0, float2(Tex.x + rcpres.x, Tex.y));
Color += tex2D( s0, float2(Tex.x - rcpres.x, Tex.y));
Color += tex2D( s0, float2(Tex.x, Tex.y + rcpres.y));
Color += tex2D( s0, float2(Tex.x, Tex.y - rcpres.y));
return Color * 0.2;
}
Technique blur
{
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
}
@@ -0,0 +1,26 @@
sampler s0;
static const float2 rcpres =
{
0.0015625,
0.0020833333333333333333333333333333
};
float4 Blur( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color = 0;
Color += tex2D( s0, float2(Tex.x, Tex.y));
Color += tex2D( s0, float2(Tex.x + rcpres.x, Tex.y));
Color += tex2D( s0, float2(Tex.x - rcpres.x, Tex.y));
Color += tex2D( s0, float2(Tex.x, Tex.y + rcpres.y));
Color += tex2D( s0, float2(Tex.x, Tex.y - rcpres.y));
return Color * 0.2;
}
Technique blur
{
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
Pass P1 { PixelShader = compile ps_2_0 Blur(); }
}
@@ -0,0 +1,34 @@
sampler s0;
static const float2 rcpres =
{
0.0015625,
0.0020833333333333333333333333333333
};
float4 Blur(float2 Tex : TEXCOORD0) : COLOR0
{
float4 Color = 0;
Color += tex2D( s0, float2(Tex.x, Tex.y));
Color += tex2D(s0, float2(Tex.x + rcpres.x, Tex.y));
Color += tex2D(s0, float2(Tex.x - rcpres.x, Tex.y));
Color += tex2D(s0, float2(Tex.x, Tex.y + rcpres.y));
Color += tex2D(s0, float2(Tex.x, Tex.y - rcpres.y));
return Color * 0.2;
}
float4 Blind(float2 Tex : TEXCOORD0) : COLOR0
{
float4 Color = tex2D(s0, Tex);
return Color * saturate(1.8 - (length(Tex - 0.5)*2));
}
Technique blur
{
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
Pass P1 { PixelShader = compile ps_2_0 Blur(); }
Pass P2 { PixelShader = compile ps_2_0 Blur(); }
Pass P3 { PixelShader = compile ps_2_0 Blind(); }
}
@@ -0,0 +1,36 @@
sampler s0;
static const float2 rcpres =
{
0.0015625,
0.0020833333333333333333333333333333
};
float4 Blur(float2 Tex : TEXCOORD0) : COLOR0
{
float4 Color = 0;
Color += tex2D( s0, float2(Tex.x, Tex.y));
Color += tex2D(s0, float2(Tex.x + rcpres.x, Tex.y));
Color += tex2D(s0, float2(Tex.x - rcpres.x, Tex.y));
Color += tex2D(s0, float2(Tex.x, Tex.y + rcpres.y));
Color += tex2D(s0, float2(Tex.x, Tex.y - rcpres.y));
return Color * 0.2;
}
float4 Blind(float2 Tex : TEXCOORD0) : COLOR0
{
float4 Color = tex2D(s0, Tex);
return Color * saturate(1.5 - (length(Tex - 0.5)*2));
}
Technique blur
{
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
Pass P1 { PixelShader = compile ps_2_0 Blur(); }
Pass P2 { PixelShader = compile ps_2_0 Blur(); }
Pass P3 { PixelShader = compile ps_2_0 Blur(); }
Pass P4 { PixelShader = compile ps_2_0 Blur(); }
Pass P5 { PixelShader = compile ps_2_0 Blind(); }
}