nuclide/Source/Client/Defs.h
eukara eba1491409 Fixes #59 by actually testing this shoddy code I wrote
Adds color sliders for the HUD, Crosshair etc. in the Player options
Fixed some other small things someone might notice
2017-11-12 13:57:23 -06:00

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/*
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)
float fVGUI_Display; // The VGUI menu currently being drawn
float fInputSendNext;
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;
// Camera Fields
//entity ePlayerEnt;
vector vCameraPos;
vector vCameraAngle;
float fCameraTime;
vector vPlayerOrigin;
vector vPlayerOriginOld;
vector vPlayerVelocity;
void View_PlayAnimation( int iSequence );
string HUD_GetChatColorHEX( float fTeam );
// This actually belongs in Builtins.h since its an undocumented global
vector pmove_vel;
.float weapon;
.float maxframe;
// For the player entity
.entity eGunModel;
float fWeaponEventPlayer;
.float fWeaponLast;
.float fWeaponBoneID;
// Flashbang'd
var float fFlashTime;
var float fFlashAlpha;
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 );
}