/* FreeCS Project Copyright (C) 2016, 2017 Marco "eukara" Hladik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // 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; // Clientside cvars var vector autocvar_con_color = '255 170 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 = 0.01; var float autocvar_cl_bobcycle = 0.8; var float autocvar_cl_bobup = 0.5; var int autocvar_cl_bobclassic = FALSE; var int autocvar_v_lefthanded = FALSE; var int autocvar_cl_thirdperson = FALSE; // 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; vector vHUDColor; // Defined in HUD_Draw (HUD.c) vector vVGUIColor; // Defined in HUD_Draw (VGUI.c) vector vCrossColor; // Defined in HUD_Draw (HUDCrosshair.c) struct { //Viewmodel stuff entity eViewModel; entity eMuzzleflash; float fNumBones; vector vPunchAngle; float fLastWeapon; float fBobTime; float fBob; //Player fields entity ePlayer; vector vPlayerOrigin; vector vPlayerOriginOld; vector vPlayerVelocity; // 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 //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 weapon; .float maxframe; // For the player entity .entity eGunModel; float fWeaponEventPlayer; .float fWeaponLast; .float fWeaponBoneID; 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 ); }