nuclide/Source/client/valve/defs.h
Marco Hladik 9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00

69 lines
1.3 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
vector g_hud_color;
struct
{
//Viewmodel stuff
entity eViewModel;
entity eMuzzleflash;
float fNumBones;
float fEjectBone;
vector vPunchAngle;
float fLastWeapon;
float fBobTime;
float fBob;
float damage_alpha;
vector damage_pos;
/* Camera Bob */
float flCamMove;
float flCamTime;
int iCamCycle;
float flCamFracSin;
float flCamDelta;
//Player fields
entity ePlayer;
vector vPlayerOrigin;
vector vPlayerOriginOld;
vector vPlayerVelocity;
float fPlayerFlags;
// Camera Fields
//entity ePlayerEnt;
vector vCameraPos;
vector vCameraAngle;
float fCameraTime;
//UI fields
float fVGUI_Display; // The VGUI menu currently being drawn
int iShowScores; // This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
//buy menu
// We can only carry one item per slot, so this is hacking around the last one
float fHUDWeaponSelected;
float fHUDWeaponSelectTime;
// Input
float fInputKeyCode;
float fInputKeyASCII;
float fInputKeyDown;
int iInputAttack2;
int iInputReload;
int iInputUse;
int iInputDuck;
float fInputSendNext;
} seats[4], *pSeat;
void HUD_DrawAmmo1(void);
void HUD_DrawAmmo2(void);
void HUD_DrawAmmo3(void);