/* client/defs/custom.qc Various globals that are used in this FTEQW example are defined here, they are not used by the engine itself. Copyright (C) 2021-2024 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #pragma warning disable Q302 vector cursor_pos; /* Current mouse cursor position, updated in csqc_inputevent */ float g_width, g_height; /* Globals for screen width and height */ float walk; //Menu stuff float in_menu; //what menu are we in float time_in_menu; // Loading screen definitions float in_loadscreen; float loadscreen_timetrigger; string loadscreen_mapname; string loadscreen_maptitle; string loadscreen_tip; float weapon; float tracercounter; .float rate; .vector targetpos; entity cl_viewent; entity cl_viewent2; const float MENU_NONE = 0; const float MENU_MAIN = 1; const float MENU_SINGLE = 2; const float MENU_MULTI = 4; const float MENU_SETTINGS = 8; const float MENU_ABOUT = 16; const float MENU_JOIN = 32; const float MENU_PAUSE = 64; const float MENU_IGS = 128; const float MENU_RES = 256; const float MENU_GSETTINGS = 512; const float MENU_CSETTINGS = 1024; const float MENU_CUSTOMS = 2048; const float MENU_ACHIEVEMENTS = 4096; const float MENU_CONSETTINGS = 8192; const float MENU_AUDSETTINGS = 16384; const float MENU_CREATE = 32768; float matchmake_enabled; float double_tap_version; float useprint_type; float useprint_weapon; float useprint_cost; float useprint_time; float bettyprompt_time; float hud_maxammo_endtime; float hud_maxammo_starttime; float nameprint_time; float HUD_Change_time; float Hitmark_time; float crosshair_spread_time; float crosshair_pulse_grenade; float zoom_2_time; float broadcast_time; float broadcast_type; float broadcast_num; string character_name; var struct revive_s { float draw; float timer; float state; float org[3]; } revive_icons[4]; float active_revive_icons; float weaponframetime; float weapon2frametime; float oldweaponframe; float oldweapon2frame; float curweaponframe; float curweapon2frame; float interpolating; float interpolating2; float rounds; float perks; float rounds_change; float player_count; float score_show; #define MAX_ACHIEVEMENTS 42 var struct achievementlist_t { string img; float unlocked; string name; string description; float progress; } achievements[MAX_ACHIEVEMENTS]; float active_achievement; float current_achievement_page; float achievement_pages; float K_LEFTDOWN, K_RIGHTDOWN, K_BACKDOWN, K_FORWARDDOWN; #define P_JUG 1 #define P_DOUBLE 2 #define P_SPEED 4 #define P_REVIVE 8 #define P_FLOP 16 #define P_STAMIN 32 vector TEXT_LIGHTBLUE = [0, 0.46, 0.70]; vector TEXT_ORANGE = [0.92, 0.74, 0]; vector TEXT_GREEN = [0, 0.90, 0.13]; vector TEXT_RED = [1, 0, 0]; float screenflash_type; float screenflash_color; float screenflash_duration; float screenflash_worktime; float screenflash_starttime; .float stance; .float points; .float kills; float menu_initialized; float customs_interact; vector camang; // used for punches //world text string chaptertitle; string location; string date; string person; //custom hud string huddir; //this just cleans up settings a bit.. #define S_ENABLED "Enabled" #define S_DISABLED "Disabled" float wasigs; //controls #define MAX_BINDS 14 float editBind[MAX_BINDS]; string buttonBind[MAX_BINDS]; string tempBind[MAX_BINDS]; // resolution float aspectratio; float fullscreenval; float active_swidth; float active_sheight; int platform_is_web; #define OPTION_EXE_ONLY 0 #define OPTION_WEB_ONLY 1 #define OPTION_WEB_AND_EXE 2 // Stopwatch server time counter float stopwatch_sec; int stopwatch_min; int stopwatch_hr; // Same dealio, but for rounds float stopwatch_round_sec; int stopwatch_round_min; int stopwatch_round_hr; int stopwatch_round_isactive; float stopwatch_round_starttime; //controller buttons /* reference: 0: A 1: B 2: X 3: Y 4: DPAD UP 5: DPAD DOWN 6: DPAD LEFT 7: DPAD RIGHT */ float GPActive[32]; string build_datetime; #define VERSION_STRING "v1.0" vector gun_kick; float hide_viewmodel; // csqc player prediction by eukara vector playerOrigin; vector playerOriginOld; vector playerVelocity; // // List of Zombie limb meshes for custom skinning // string zombie_skins[] = { "models/ai/zb%.mdl", "models/ai/zbc%.mdl", "models/ai/zcfull.mdl", "models/ai/zhc^.mdl", "models/ai/zalc(.mdl", "models/ai/zarc(.mdl", "models/ai/zfull.mdl", "models/ai/zh^.mdl", "models/ai/zal(.mdl", "models/ai/zar(.mdl" }; // // Screen sizes, self-explanatory. // var struct screenres_s { float width; float height; }; screenres_s screen_resolution_5x4[] = { {1280, 1024} }; screenres_s screen_resolution_4x3[] = { {640, 480}, {800, 600}, {1024, 768} }; screenres_s screen_resolution_16x9[] = { {640, 360}, {1280, 720}, {1360, 768}, {1366, 768}, {1536, 864}, {1600, 900}, {1920, 1080}, {2048, 1152}, {2560, 1440}, {3840, 2160} }; screenres_s screen_resolution_16x10[] = { {1280, 800}, {1440, 900}, {1680, 1050}, {1920, 1200}, {2560, 1600} }; screenres_s screen_resolution_21x9[] = { {2560, 1080}, {3840, 1440} };