mirror of
https://github.com/nzp-team/quakec.git
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187 lines
3.8 KiB
C++
187 lines
3.8 KiB
C++
/*
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client/defs/custom.qc
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Various globals that are used in this FTEQW example are defined
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here, they are not used by the engine itself.
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#pragma warning disable Q302
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float g_width, g_height; /* Globals for screen width and height */
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float weapon;
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float tracercounter;
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.float rate;
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.vector targetpos;
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entity cl_viewent;
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entity cl_viewent2;
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float matchmake_enabled;
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float double_tap_version;
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float useprint_type;
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float useprint_weapon;
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float useprint_cost;
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float useprint_time;
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float bettyprompt_time;
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float hud_maxammo_endtime;
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float hud_maxammo_starttime;
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float nameprint_time;
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float HUD_Change_time;
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float Hitmark_time;
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float crosshair_spread_time;
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float crosshair_pulse_grenade;
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float zoom_2_time;
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float broadcast_time;
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float broadcast_type;
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float broadcast_num;
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string character_name;
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var struct revive_s {
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float draw;
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float timer;
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float state;
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} revive_icons[4]; // MAX_CLIENTS
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float weaponframetime;
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float weapon2frametime;
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float oldweaponframe;
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float oldweapon2frame;
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float curweaponframe;
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float curweapon2frame;
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float interpolating;
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float interpolating2;
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float rounds;
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float perks;
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float rounds_change;
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float player_count;
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float score_show;
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#define MAX_ACHIEVEMENTS 42
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var struct achievementlist_t
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{
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string img;
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float unlocked;
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string name;
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string description;
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float progress;
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} achievements[MAX_ACHIEVEMENTS];
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float active_achievement;
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float current_achievement_page;
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float achievement_pages;
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float K_LEFTDOWN, K_RIGHTDOWN, K_BACKDOWN, K_FORWARDDOWN;
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#define P_JUG 1
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#define P_DOUBLE 2
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#define P_SPEED 4
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#define P_REVIVE 8
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#define P_FLOP 16
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#define P_STAMIN 32
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vector TEXT_LIGHTBLUE = [0, 0.46, 0.70];
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vector TEXT_ORANGE = [0.92, 0.74, 0];
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vector TEXT_GREEN = [0, 0.90, 0.13];
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vector TEXT_RED = [1, 0, 0];
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float screenflash_type;
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float screenflash_color;
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float screenflash_duration;
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float screenflash_worktime;
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float screenflash_starttime;
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.float stance;
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.float points;
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.float kills;
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vector camang; // used for punches
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//world text
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string chaptertitle;
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string location;
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string date;
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string person;
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//custom hud
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string huddir;
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int platform_is_web;
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// Stopwatch server time counter
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float stopwatch_sec;
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int stopwatch_min;
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int stopwatch_hr;
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// Same dealio, but for rounds
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float stopwatch_round_sec;
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int stopwatch_round_min;
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int stopwatch_round_hr;
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int stopwatch_round_isactive;
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float stopwatch_round_starttime;
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//
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// GamePad Input Variables
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//
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float GPButtonHeldBeginTime[24]; // Tracks time button down event is called, to track holding down for different actions.
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float last_input_deviceid; // The Device ID of the input hardware that last called CSQC_InputEvent, to target it directly.
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string build_datetime;
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vector gun_kick;
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float hide_viewmodel;
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// csqc player prediction by eukara
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vector playerOrigin;
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vector playerOriginOld;
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vector playerVelocity;
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//
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// List of Zombie limb meshes for custom skinning
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//
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string zombie_skins[] =
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{
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"models/ai/zb%.mdl",
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"models/ai/zbc%.mdl",
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"models/ai/zcfull.mdl",
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"models/ai/zhc^.mdl",
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"models/ai/zalc(.mdl",
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"models/ai/zarc(.mdl",
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"models/ai/zfull.mdl",
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"models/ai/zh^.mdl",
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"models/ai/zal(.mdl",
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"models/ai/zar(.mdl"
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};
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