"Patch" { include "materials/models/player/hvyweapon/hvyweapon_blue.vmt" insert { //--------------- // Visual Effects //--------------- "$glowcolor" "1" // Magic bullshit starts here, courtesy of Squid Eevee's Yakuza-styled crits mod (pure sorcery!!) "$aVector" "[0 0 0]" "$zero" "0.0" "$one" "1.0" "$green" "1" "$defaultphongboost" ".8" "$critphongboost" "0" "$defaultphongfresnelranges" "[.3 1 8]" "$critphongfresnelranges" "[0 0 0]" "$defaultrlexp" "4" "$critrlexp" "20" "$defaultrlboost" "2" "$critrlboost" "5" "Proxies" // So much as I can tell, this does 2 things; It applies crit-colored phong when you get any kind of critboost, and it also does some Magic Bullshit(tm) to remap your phong's intensity, fresnel, AND the rimlight????? { "ModelGlowColor" { "resultVar" "$aVector" } "Clamp" { "min" "$aVector[1]" "max" "$aVector[1]" "srcVar1" "$zero" "resultVar" "$green" } "LessOrEqual" { lessEqualVar $defaultphongboost greaterVar $critphongboost srcVar1 $green srcVar2 $one resultVar $phongboost } "LessOrEqual" { lessEqualVar $defaultphongfresnelranges greaterVar $critphongfresnelranges srcVar1 $green srcVar2 $one resultVar $phongfresnelranges } "LessOrEqual" { lessEqualVar $defaultrlexp greaterVar $critrlexp srcVar1 $green srcVar2 $one resultVar $rimlightexponent } "LessOrEqual" { lessEqualVar $defaultrlboost greaterVar $critrlboost srcVar1 $green srcVar2 $one resultVar $rimlightboost } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$phongtint" } // Magic bullshit ends here } } }