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diff --git a/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx9_helper.h b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx9_helper.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================
+
+#ifndef LIGHTMAPPEDGENERIC_DX9_HELPER_H
+#define LIGHTMAPPEDGENERIC_DX9_HELPER_H
+
+#include <string.h>
+#include "BaseVSShader.h"
+
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class CBaseVSShader;
+class IMaterialVar;
+class IShaderDynamicAPI;
+class IShaderShadow;
+
+
+//-----------------------------------------------------------------------------
+// Init params/ init/ draw methods
+//-----------------------------------------------------------------------------
+struct LightmappedGeneric_DX9_Vars_t
+{
+ LightmappedGeneric_DX9_Vars_t() { memset( this, 0xFF, sizeof(LightmappedGeneric_DX9_Vars_t) ); }
+
+ int m_nBaseTexture;
+ int m_nBaseTextureFrame;
+ int m_nBaseTextureTransform;
+ int m_nAlbedo;
+ int m_nSelfIllumTint;
+
+ int m_nAlpha2; // Hack for DoD srgb blend issues on overlays
+
+ int m_nDetail;
+ int m_nDetailFrame;
+ int m_nDetailScale;
+ int m_nDetailTextureCombineMode;
+ int m_nDetailTextureBlendFactor;
+ int m_nDetailTint;
+
+ int m_nEnvmap;
+ int m_nEnvmapFrame;
+ int m_nEnvmapMask;
+ int m_nEnvmapMaskFrame;
+ int m_nEnvmapMaskTransform;
+ int m_nEnvmapTint;
+ int m_nBumpmap;
+ int m_nBumpFrame;
+ int m_nBumpTransform;
+ int m_nEnvmapContrast;
+ int m_nEnvmapSaturation;
+ int m_nFresnelReflection;
+ int m_nNoDiffuseBumpLighting;
+ int m_nBumpmap2;
+ int m_nBumpFrame2;
+ int m_nBumpTransform2;
+ int m_nBumpMask;
+ int m_nBaseTexture2;
+ int m_nBaseTexture2Frame;
+ int m_nBaseTextureNoEnvmap;
+ int m_nBaseTexture2NoEnvmap;
+ int m_nDetailAlphaMaskBaseTexture;
+ int m_nFlashlightTexture;
+ int m_nFlashlightTextureFrame;
+ int m_nLightWarpTexture;
+ int m_nBlendModulateTexture;
+ int m_nMaskedBlending;
+ int m_nBlendMaskTransform;
+ int m_nSelfShadowedBumpFlag;
+ int m_nSeamlessMappingScale;
+ int m_nAlphaTestReference;
+
+ int m_nSoftEdges;
+ int m_nEdgeSoftnessStart;
+ int m_nEdgeSoftnessEnd;
+
+ int m_nOutline;
+ int m_nOutlineColor;
+ int m_nOutlineAlpha;
+ int m_nOutlineStart0;
+ int m_nOutlineStart1;
+ int m_nOutlineEnd0;
+ int m_nOutlineEnd1;
+
+};
+
+void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info );
+void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info );
+void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
+ IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
+ LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr );
+
+
+#endif // LIGHTMAPPEDGENERIC_DX9_HELPER_H