/*** * * 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_20; 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 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 = TRUE; var vector autocvar_v_gunofs = [0,0,0]; var int autocvar_cl_thirdperson = FALSE; var int autocvar_cl_smoothstairs = TRUE; var int autocvar_v_lefthanded = FALSE; 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_BLOOD; var float DECAL_SHOT; var float DECAL_GLASS; var float SHADER_CULLED; vector video_mins; vector video_res; // Input globals for the mouse float fMouseClick; vector mouse_pos; // This actually belongs in builtins.h since its an undocumented global float clframetime; void View_AddPunchAngle( vector vAdd ); void View_PlayAnimation( int iSequence ); void Game_Input(void); int(float playernum, string keyname, optional void *outptr, int size) getplayerkeyblob = #0;