/* 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 float g_width, g_height; /* Globals for screen width and height */ float weapon; float tracercounter; .float rate; .vector targetpos; entity cl_viewent; entity cl_viewent2; 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; } revive_icons[4]; // MAX_CLIENTS 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; vector camang; // used for punches //world text string chaptertitle; string location; string date; string person; //custom hud string huddir; int platform_is_web; // 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; // // GamePad Input Variables // float GPButtonHeldBeginTime[24]; // Tracks time button down event is called, to track holding down for different actions. float last_input_deviceid; // The Device ID of the input hardware that last called CSQC_InputEvent, to target it directly. string build_datetime; 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" };