diff --git a/game/client/hud_closecaption.cpp b/game/client/hud_closecaption.cpp index b7847011..75741e23 100644 --- a/game/client/hud_closecaption.cpp +++ b/game/client/hud_closecaption.cpp @@ -2025,7 +2025,7 @@ public: continue; // Lookup the data - CaptionLookup_t &entry = directories[ nFileIndex ].m_CaptionDirectory[ caption->dirindex ]; + CaptionLookup_t &entry = directories[ caption->fileindex ].m_CaptionDirectory[ caption->dirindex ]; if ( entry.blockNum != nBlockNum ) continue; @@ -2139,7 +2139,7 @@ public: int dc = directories.Count(); for ( i = 0; i < dc; ++i ) { - idx = directories[ i ].m_CaptionDirectory.Find( search ); + idx = directories[ i ].m_CaptionDirectory.Find( search ); if ( idx == directories[ i ].m_CaptionDirectory.InvalidIndex() ) continue; diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp b/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp index 885a4cf6..448aaf1d 100644 --- a/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp +++ b/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp @@ -254,7 +254,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params // Debug force flesh on vVsConst0[3] = IS_PARAM_DEFINED( info.m_nflDebugForceFleshOn ) ? params[info.m_nflDebugForceFleshOn]->GetFloatValue() : kDefaultDebugForceFleshOn; - pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vVsConst0, 1 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vVsConst0 ); // Flesh effect centers and radii float vVsConst1[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; @@ -265,7 +265,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params vVsConst1[3] = 0.001f; vVsConst1[3] = 1.0f / vVsConst1[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader } - pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vVsConst1, 1 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vVsConst1 ); float vVsConst2[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius2 ) ) @@ -275,7 +275,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params vVsConst2[3] = 0.001f; vVsConst2[3] = 1.0f / vVsConst2[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader } - pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vVsConst2, 2 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vVsConst2 ); float vVsConst3[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius3 ) ) @@ -285,7 +285,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params vVsConst3[3] = 0.001f; vVsConst3[3] = 1.0f / vVsConst3[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader } - pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vVsConst3, 3 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vVsConst3 ); float vVsConst4[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius4 ) ) @@ -295,7 +295,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params vVsConst4[3] = 0.001f; vVsConst4[3] = 1.0f / vVsConst4[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader } - pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vVsConst4, 4 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vVsConst4 ); // Set Pixel Shader Combos if( g_pHardwareConfig->SupportsPixelShaders_2_b() )