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Help with some complicated C coding


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#1
stettybet0

stettybet0

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I'm trying to combine two mods for the PC game STALKER. I've had a fair bit of success, but now I've reached a point where the coding is a bit over my head. The code is written in C. Attached are two versions of two files. The first versions (designated by a 1 at the end) are from one mod. When they are used, the game works fine. The second versions (designated by a 2 at the end) are from another mod. When they are used, the game crashes. I am wanting the second versions to work, as they contain special code that adds Parallax Occlusion Mapping to the game. Can anyone tell me what I need to do to the second versions to make them work, while keeping the special POM feature? The code pertaining to POM is marked off by comments.

Thanks,

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#2
Will_00

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Could you please repost these with the "correct" format - this is important as many parts of the code dwell upon the fact of formatting.
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#3
stettybet0

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The formatting that you see when you download the files is the same as it actually is. I don't think formatting is the problem, because separately both of these mods work. Thanks for the thought though. :)
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#4
Will_00

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It seems that some of the variables are not correctly assigned.
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#5
stettybet0

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If you could be a bit more specific, that would be helpful. :)
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#6
Will_00

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I would suggest checking the following:

From Common1:
float 	calc_cyclic 	(float x)				{
	float 	phase 	= 1/(2*3.141592653589f);
	float 	sqrt2	= 1.4142136f;
	float 	sqrt2m2	= 2.8284271f;
	float 	f 	= sqrt2m2*frac(x)-sqrt2;	// [-sqrt2 .. +sqrt2] !No changes made, but this controls the grass wave (which is violent if I must say)
	return 	f*f - 1.f;				// [-1	 .. +1]
}
float2 	calc_xz_wave 	(float2 dir2D, float frac)		{
	// Beizer
	float2  ctrl_A	= float2(0.f,		0.f	);
	float2 	ctrl_B	= float2(dir2D.x,	dir2D.y	);
	return  lerp	(ctrl_A, ctrl_B, frac);

Common2:

float4 offsetBest = float4(vTexCurrentOffset,0,0);
	vTexCurrentOffset.xy -= vTexOffsetPerStep;
   	float fPrevHeight = tex2Dlod( s_base, float4(vTexCurrentOffset.xy,0,0) ).a+Brightness;
   	if (fPrevHeight > Q2) fPrevHeight = 1.0f;
	  else if (fPrevHeight < Q1) fPrevHeight = 0.0f;
	  else fPrevHeight = (fPrevHeight - Q1)/(Q2-Q1);
	float error = 1.0;
	float t1 = fCurrentBound;
	float t0 = t1 + fStepSize;
	float delta1 = t1 - fCurrHeight;
	float delta0 = t0 - fPrevHeight;
	float4 intersect = float4(vDelta, vDelta + tc);
	for (int i=0; i<3 && abs(error) > 0.01; i++)
	{
	  float denom = (delta1 - delta0);
	  float t = (t0 * delta1 - t1 * delta0) / denom;
	  offsetBest.xy = -t * intersect.xy + intersect.zw;
	  float NB = tex2Dlod(s_base, offsetBest).a+Brightness;
	  if (NB > Q2) NB = 1.0f;
		else if (NB < Q1) NB = 0.0f;
		else NB = (NB - Q1)/(Q2-Q1);
	  error = t - NB;

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