Adds color sliders for the HUD, Crosshair etc. in the Player options Fixed some other small things someone might notice
119 lines
No EOL
3.2 KiB
C
Executable file
119 lines
No EOL
3.2 KiB
C
Executable file
/*
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FreeCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// flags for 2d drawing
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#define DRAWFLAG_NORMAL 0
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#define DRAWFLAG_ADDITIVE 1
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#define DRAWFLAG_MODULATE 2
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#define DRAWFLAG_2XMODULATE 3
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// Undocumented printcall types
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#define PRINT_LOW 0
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#define PRINT_MEDIUM 1
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#define PRINT_HIGH 2
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#define PRINT_CHAT 3
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var float FONT_16;
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// Clientside cvars
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var vector autocvar_con_color = '255 170 0'; // autocvar of "con_color"
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var vector autocvar_vgui_color = '255 170 0'; // autocvar of "vgui_color"
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var vector autocvar_cross_color = '0 255 0'; // autocvar of "cross_color"
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var float autocvar_cl_bob = 0.01;
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var float autocvar_cl_bobcycle = 0.8;
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var float autocvar_cl_bobup = 0.5;
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var int autocvar_cl_bobclassic = FALSE;
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var int autocvar_v_lefthanded = FALSE;
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var int autocvar_cl_thirdperson = FALSE;
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// Particle stuff
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var float PARTICLE_SPARK;
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var float PARTICLE_PIECES_BLACK;
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var float PARTICLE_SMOKE_GREY;
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var float PARTICLE_SMOKE_BROWN;
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var float PARTICLE_SMOKEGRENADE;
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var float PARTICLE_BLOOD;
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var float DECAL_SHOT;
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var float DECAL_GLASS;
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var float SHADER_CULLED;
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vector vHUDColor; // Defined in HUD_Draw (HUD.c)
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vector vVGUIColor; // Defined in HUD_Draw (VGUI.c)
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vector vCrossColor; // Defined in HUD_Draw (HUDCrosshair.c)
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float fVGUI_Display; // The VGUI menu currently being drawn
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float fInputSendNext;
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vector vVideoResolution; // Updated every frame
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// Input globals, feel free to use them since they are updated upon input
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float fInputKeyCode;
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float fInputKeyASCII;
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float fInputKeyDown;
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var int iInputAttack2;
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var int iInputReload;
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var int iInputUse;
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var int iInputDuck;
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// Input globals for the mouse
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float fMouseClick;
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vector vMousePos;
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// Sound Stuff
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.string sSoundSample;
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.float fVolume;
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// Camera Fields
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//entity ePlayerEnt;
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vector vCameraPos;
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vector vCameraAngle;
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float fCameraTime;
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vector vPlayerOrigin;
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vector vPlayerOriginOld;
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vector vPlayerVelocity;
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void View_PlayAnimation( int iSequence );
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string HUD_GetChatColorHEX( float fTeam );
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// This actually belongs in Builtins.h since its an undocumented global
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vector pmove_vel;
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.float weapon;
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.float maxframe;
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// For the player entity
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.entity eGunModel;
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float fWeaponEventPlayer;
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.float fWeaponLast;
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.float fWeaponBoneID;
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// Flashbang'd
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var float fFlashTime;
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var float fFlashAlpha;
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void Animation_ShootWeapon( entity ePlayer );
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void Animation_ReloadWeapon( entity ePlayer );
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void CSQC_DrawText( vector vPos, string sString, vector vSize, vector vColor, float fAlpha, float fFlags, float fFont ) {
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drawfont = fFont;
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drawstring( vPos, sString, vSize, vColor, fAlpha, fFlags );
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} |