/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ #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; 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 ); 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 ); 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 ); void Ammo_AutoFill(float fWeapon); void Ammo_BuyPrimary(void); void Ammo_BuySecondary(void); void Input_Handle( void ); void Animation_PlayerTop( float fFrame ); void Animation_PlayerTopTemp( float fFrame, float fTime ); void Damage_Apply( entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor ); #define NULL __NULL__