/* OpenCS 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. */ #define VEC_HULL_MIN '-16 -16 -36' #define VEC_HULL_MAX '16 16 36' #define VEC_PLAYER_VIEWPOS '0 0 20' #define VEC_CHULL_MIN '-16 -16 -18' #define VEC_CHULL_MAX '16 16 18' #define VEC_PLAYER_CVIEWPOS '0 0 12' // Server cvars var float 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_fillweapons = 0; // Hit Group standards enum { BODY_DEFAULT, BODY_HEAD, BODY_CHEST, BODY_STOMACH, BODY_ARMLEFT, BODY_ARMRIGHT, BODY_LEGLEFT, BODY_LEGRIGHT }; // Player specific fields .float fInBuyZone; .float fInHostageZone; .float fInBombZone; .float fMoney; .float fStepTime; .int iInGame; .float fCharModel; .int iCrouchAttempt; .int iHasBomb; .float fDeaths; .int iEquipment; .float armor; .float fProgressBar; // Match specific fields int iWon_T; int iWon_CT; int iAlivePlayers_T; int iAlivePlayers_CT; float fGameState; float fGameTime; // Weapon specific fields .int iCurrentMag; .int iCurrentCaliber; .float fSlotMelee, fSlotPrimary, fSlotSecondary, fSlotGrenade; .float fAttackFinished; .float fRadioFinished; .float fAccuracy; .float fFallVelocity; // 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; // Generic entity fields .int iUsable; .int iBleeds; .void( int iHitBody ) vPain; .void( int iHitBody ) vDeath; .float fRespawns; .entity eUser; // All about +use entity eActivator; .void() vUse; .int iUsable; // GoldSrc-Rendermode Fields .vector rendercolor; .float rendermode; .float renderamt; .float alpha; 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 Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime ); 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 OpenCSGunBase_AccuracyCalc( void ); void OpenCSGunBase_Draw( void ); float OpenCSGunBase_PrimaryFire( void ); float OpenCSGunBase_Reload( void ); void BaseMelee_Draw( void ); int BaseMelee_Attack( void ); float Player_GetMaxSpeed( float fWeapon ); void Effect_Impact( int iType, vector vPos, vector vNormal ); void TraceAttack_FireBullets( int iShots, vector vPos ); void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius ); void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos ); void Entities_UseTargets( void ); void Entities_InitRespawnable( void() vRespawnFunc ); void Entities_Respawn( void ); void Ammo_BuyPrimary( float fFree ); void Ammo_BuySecondary( float fFree ); void Input_Handle( void ); void Animation_PlayerTop( float fFrame ); void Animation_PlayerTopTemp( float fFrame, float fTime ); // WIP string __fullspawndata; hashtable hashMaterials; #define NULL __NULL__