nuclide/Source/client/valve/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.
*
****/
vector g_hud_color;
struct
{
//Viewmodel stuff
entity eViewModel;
entity eMuzzleflash;
float fNumBones;
float fEjectBone;
vector vPunchAngle;
float fLastWeapon;
float fBobTime;
float fBob;
float damage_alpha;
vector damage_pos;
/* Camera Bob */
float flCamMove;
float flCamTime;
int iCamCycle;
float flCamFracSin;
float flCamDelta;
//Player fields
entity ePlayer;
vector vPlayerOrigin;
vector vPlayerOriginOld;
vector vPlayerVelocity;
float fPlayerFlags;
// Camera Fields
//entity ePlayerEnt;
vector vCameraPos;
vector vCameraAngle;
float fCameraTime;
//UI fields
float fVGUI_Display; // The VGUI menu currently being drawn
int iShowScores; // This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
//buy menu
// We can only carry one item per slot, so this is hacking around the last one
float fHUDWeaponSelected;
float fHUDWeaponSelectTime;
// Input
float fInputKeyCode;
float fInputKeyASCII;
float fInputKeyDown;
int iInputAttack2;
int iInputReload;
int iInputUse;
int iInputDuck;
float fInputSendNext;
} seats[4], *pSeat;
void HUD_DrawAmmo1(void);
void HUD_DrawAmmo2(void);
void HUD_DrawAmmo3(void);