2019-01-16 20:18:28 +00:00
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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2016-12-01 17:50:48 +00:00
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2016-12-18 09:09:01 +00:00
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// Clientside cvars
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var vector autocvar_cross_color = '0 255 0'; // autocvar of "cross_color"
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2016-12-17 12:55:18 +00:00
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2019-01-21 02:00:14 +00:00
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var int autocvar_cl_radar = 1;
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2017-11-22 21:34:09 +00:00
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2017-01-07 16:29:27 +00:00
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// Particle stuff
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2017-07-02 20:49:22 +00:00
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var float PARTICLE_SMOKEGRENADE;
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2018-09-20 20:38:01 +00:00
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.float flUpAngle;
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2016-12-13 22:09:49 +00:00
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vector vHUDColor; // Defined in HUD_Draw (HUD.c)
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2016-12-17 12:55:18 +00:00
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vector vVGUIColor; // Defined in HUD_Draw (VGUI.c)
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vector vCrossColor; // Defined in HUD_Draw (HUDCrosshair.c)
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2017-11-20 17:16:42 +00:00
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string sShellModel [ 4 ] = {
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"models/pshell.mdl",
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"models/rshell.mdl",
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"models/rshell_big.mdl",
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"models/shotgunshell.mdl"
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};
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2019-01-21 02:00:14 +00:00
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var string autocvar_skins_dir = "";
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string sViewModels[ CS_WEAPON_COUNT - 1 ] = {
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"v_knife.mdl",
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"v_usp.mdl",
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"v_glock18.mdl",
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"v_deagle.mdl",
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"v_p228.mdl",
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"v_elite.mdl",
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"v_fiveseven.mdl",
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"v_m3.mdl",
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"v_xm1014.mdl",
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"v_mp5.mdl",
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"v_p90.mdl",
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"v_ump45.mdl",
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"v_mac10.mdl",
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"v_tmp.mdl",
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"v_ak47.mdl",
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"v_sg552.mdl",
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"v_m4a1.mdl",
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"v_aug.mdl",
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"v_scout.mdl",
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"v_awp.mdl",
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"v_g3sg1.mdl",
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"v_sg550.mdl",
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"v_m249.mdl",
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"v_c4.mdl",
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"v_flashbang.mdl",
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"v_hegrenade.mdl",
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"v_smokegrenade.mdl"
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};
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2017-11-16 22:53:02 +00:00
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struct
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{
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//Viewmodel stuff
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entity eViewModel;
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entity eMuzzleflash;
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float fNumBones;
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2017-11-20 17:16:42 +00:00
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float fEjectBone;
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2017-11-16 22:53:02 +00:00
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vector vPunchAngle;
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float fLastWeapon;
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float fBobTime;
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float fBob;
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//Player fields
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entity ePlayer;
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vector vPlayerOrigin;
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vector vPlayerOriginOld;
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vector vPlayerVelocity;
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2019-01-03 01:26:39 +00:00
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float fPlayerFlags;
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2017-11-16 22:53:02 +00:00
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// Camera Fields
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//entity ePlayerEnt;
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vector vCameraPos;
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vector vCameraAngle;
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float fCameraTime;
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// Flashbang'd
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float fFlashTime;
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float fFlashAlpha;
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//UI fields
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float fVGUI_Display; // The VGUI menu currently being drawn
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int iShowScores; // This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
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2017-11-20 02:03:30 +00:00
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// Testing
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int iOverview;
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2017-11-20 17:16:42 +00:00
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int iMapExpand;
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float fMapLerp;
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2017-11-20 02:03:30 +00:00
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2017-11-16 22:53:02 +00:00
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//crosshair
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int iOldShotMultiplier;
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float fCrosshairDistance;
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float fDecreaseShotTime;
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int iShotMultiplier;
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//buy menu
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// We can only carry one item per slot, so this is hacking around the last one
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int iHUDGrenades;
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int iHUDGrenadesSelected;
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float fHUDWeaponSelectTime;
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float fHUDWeaponSelected;
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} seats[4], *pSeat;
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2016-12-03 00:35:50 +00:00
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// Sound Stuff
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2017-11-16 22:53:02 +00:00
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//.string sSoundSample;
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//.float fVolume;
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2017-07-01 18:31:35 +00:00
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string HUD_GetChatColorHEX( float fTeam );
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2016-12-13 19:15:09 +00:00
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2017-06-24 12:36:36 +00:00
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// For the player entity
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.entity eGunModel;
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float fWeaponEventPlayer;
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.float fWeaponLast;
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.float fWeaponBoneID;
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2019-01-03 01:26:39 +00:00
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.float health;
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.float oldhealth;
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2017-06-24 12:36:36 +00:00
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void Animation_ShootWeapon( entity ePlayer );
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void Animation_ReloadWeapon( entity ePlayer );
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