/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ // flags for 2d drawing #define DRAWFLAG_NORMAL 0 #define DRAWFLAG_ADDITIVE 1 #define DRAWFLAG_MODULATE 2 #define DRAWFLAG_2XMODULATE 3 // Undocumented printcall types #define PRINT_LOW 0 #define PRINT_MEDIUM 1 #define PRINT_HIGH 2 #define PRINT_CHAT 3 var float FONT_16; var float FONT_CON; // Clientside cvars var vector autocvar_con_color = '255 150 0'; // autocvar of "con_color" var vector autocvar_vgui_color = '255 170 0'; // autocvar of "vgui_color" var vector autocvar_cross_color = '0 255 0'; // autocvar of "cross_color" var float autocvar_cl_bob = 0; var float autocvar_v_bob = 0.01; var float autocvar_v_bobcycle = 0.8; var float autocvar_v_bobup = 0.5; var int autocvar_v_bobclassic = FALSE; var int autocvar_v_lefthanded = FALSE; var vector autocvar_v_gunofs = [0,0,0]; var int autocvar_cl_thirdperson = FALSE; var int autocvar_cl_radar = 1; var int autocvar_cl_smoothstairs = TRUE; var string autocvar_cl_logofile = "lambda"; var vector autocvar_cl_logocolor = '255 0 0'; // Particle stuff var float PARTICLE_SPARK; var float PARTICLE_PIECES_BLACK; var float PARTICLE_SMOKE_GREY; var float PARTICLE_SMOKE_BROWN; var float PARTICLE_SMOKEGRENADE; var float PARTICLE_BLOOD; var float DECAL_SHOT; var float DECAL_GLASS; var float SHADER_CULLED; .float flUpAngle; vector vHUDColor; // Defined in HUD_Draw (HUD.c) vector vVGUIColor; // Defined in HUD_Draw (VGUI.c) vector vCrossColor; // Defined in HUD_Draw (HUDCrosshair.c) string sShellModel [ 4 ] = { "models/pshell.mdl", "models/rshell.mdl", "models/rshell_big.mdl", "models/shotgunshell.mdl" }; struct { //Viewmodel stuff entity eViewModel; entity eMuzzleflash; float fNumBones; float fEjectBone; vector vPunchAngle; float fLastWeapon; float fBobTime; float fBob; //Player fields entity ePlayer; vector vPlayerOrigin; vector vPlayerOriginOld; vector vPlayerVelocity; float fPlayerFlags; // Camera Fields //entity ePlayerEnt; vector vCameraPos; vector vCameraAngle; float fCameraTime; // Flashbang'd float fFlashTime; float fFlashAlpha; //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 // Testing int iOverview; int iMapExpand; float fMapLerp; //crosshair int iOldShotMultiplier; float fCrosshairDistance; float fDecreaseShotTime; int iShotMultiplier; //buy menu // We can only carry one item per slot, so this is hacking around the last one int iHUDGrenades; int iHUDGrenadesSelected; float fHUDWeaponSelectTime; float fHUDWeaponSelected; } seats[4], *pSeat; float fInputSendNext; vector vVideoMins; // vector vVideoResolution; // Updated every frame // Input globals, feel free to use them since they are updated upon input float fInputKeyCode; float fInputKeyASCII; float fInputKeyDown; var int iInputAttack2; var int iInputReload; var int iInputUse; var int iInputDuck; // Input globals for the mouse float fMouseClick; vector vMousePos; // Sound Stuff //.string sSoundSample; //.float fVolume; void View_AddPunchAngle( vector vAdd ); void View_PlayAnimation( int iSequence ); string HUD_GetChatColorHEX( float fTeam ); // This actually belongs in Builtins.h since its an undocumented global .float maxframe; float clframetime; // For the player entity .entity eGunModel; float fWeaponEventPlayer; .float fWeaponLast; .float fWeaponBoneID; .float health; .float oldhealth; void Animation_ShootWeapon( entity ePlayer ); void Animation_ReloadWeapon( entity ePlayer ); void CSQC_DrawText( vector vPos, string sString, vector vSize, vector vColor, float fAlpha, float fFlags, float fFont ) { drawfont = fFont; drawstring( vPos, sString, vSize, vColor, fAlpha, fFlags ); } #if defined(CSQC) int(float playernum, string keyname, optional void *outptr, int size) getplayerkeyblob = #0; #endif