/*** * * 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; /* If true, the bomb-timer will dictate the round-end */ var int autocvar_fcs_bombaltthrow = FALSE; /* Randomize the bomb-throw every time ever so slightly */ // 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 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__