quakec/source/client/defs/custom.qc
2024-10-16 20:46:20 -07:00

187 lines
3.8 KiB
C++

/*
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"
};