nuclide/Source/server/cstrike/defs.h

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/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
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#define VEC_PLAYER_VIEWPOS '0 0 20'
#define VEC_PLAYER_CVIEWPOS '0 0 12'
// Server cvars
var int autocvar_mp_winlimit = 0;
var int autocvar_mp_halftime = 0;
var int autocvar_mp_startmoney = 800;
var float autocvar_mp_buytime = 90;
var float autocvar_mp_freezetime = 6;
var float autocvar_mp_c4timer = 45;
var float autocvar_mp_roundtime = 5;
var float autocvar_mp_timelimit = 60;
var string autocvar_motdfile = "motd.txt";
var int autocvar_mp_friendlyfire = FALSE;
// New, FreeCS exclusive variables
var int autocvar_fcs_voxannounce = FALSE;
var int autocvar_fcs_knifeonly = FALSE; // Disallows buying and spawning with weps
var int autocvar_fcs_swapteams = FALSE; // Swaps spawnpoints
var int autocvar_fcs_nopickups = FALSE; // Disable weapon items
var int autocvar_fcs_reward_kill = 300;
var int autocvar_fcs_penalty_pain = -150;
var int autocvar_fcs_penalty_kill = -1500;
var int autocvar_fcs_maxmoney = 16000;
var int autocvar_fcs_fillweapons = FALSE; // This will automatically get ammo for the weapon you buy
var int autocvar_fcs_fix_bombtimer = FALSE;
// Mapcycle features
var string autocvar_mapcyclefile = "mapcycle.txt";
var int iMapCycleCount;
string *sMapCycle;
// Hit Group standards
enum {
BODY_DEFAULT,
BODY_HEAD,
BODY_CHEST,
BODY_STOMACH,
BODY_ARMLEFT,
BODY_ARMRIGHT,
BODY_LEGLEFT,
BODY_LEGRIGHT
};
// Grenade states
enum {
GRENADE_UNREADY,
GRENADE_PULLING,
GRENADE_READY
};
// Match specific fields
int iRounds;
int iWon_T;
int iWon_CT;
int iAlivePlayers_T;
int iAlivePlayers_CT;
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float fGameState;
float fGameTime;
// Game specific fields
int iHostagesMax;
int iBombZones;
int iRescueZones;
int iBuyZones;
int iVIPZones;
int iEscapeZones;
int iBuyRestriction; // For info_map_parameters
int iBombRadius; // For info_map_parameters
int iHostagesRescued;
int iBombPlanted;
void Rules_RoundOver( int iTeamWon, int iMoneyReward, float fSilent );
float Rules_BuyingPossible( void );
void Timer_Begin( float fTime, float fMode);
void Spawn_RespawnClient( float fTeam );
void Spawn_CreateClient( float fTeam );
void Spawn_MakeSpectator( void );
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void Client_SendEvent( entity eClient, float fEVType );
void Weapon_Draw( float fWeapon );
void Weapon_SwitchBest( void );
void Weapon_UpdateCurrents( void );
void Weapon_DropWeapon( int iSlot );
float Weapon_GetAnimType( float fWeapon );
float Weapon_GetFireRate( float fWeapon );
float Weapon_GetReloadTime( float fWeapon );
void Weapon_Reload( float fWeapon );
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void BaseGun_AccuracyCalc( void );
void BaseGun_Draw( void );
float BaseGun_PrimaryFire( void );
float BaseGun_Reload( void );
void Effect_CreateFlash(entity targ);
void BaseMelee_Draw( void );
int BaseMelee_Attack( void );
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void TraceAttack_FireBullets( int iShots, vector vPos );
void Ammo_AutoFill(float fWeapon);
void Ammo_BuyPrimary(void);
void Ammo_BuySecondary(void);
void Input_Handle( void );
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void Animation_PlayerTop( float fFrame );
void Animation_PlayerTopTemp( float fFrame, float fTime );
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#define NULL __NULL__