quakec/source/client/defs/custom.qc
cypress 244f21bf79
Misc. QuakeC workflow improvements (#73)
* REPO: Update progs.src standards, consolidate both ssqc to one src file

* FTEQCC: Optimize SSQC with -O3

* PROGS: Globally disable useless fastarrays on standard

* TOOLS: Consolidate Linux and macOS build scripts into one

* Remove some debug stuff

* ACTIONS: Change build script reference name
2024-06-16 08:41:13 -07:00

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/*
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}
};