nuclide/Source/server/cstrike/defs.h

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C
Executable file

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
#define VEC_PLAYER_VIEWPOS '0 0 20'
#define VEC_PLAYER_CVIEWPOS '0 0 12'
// Server cvars
var int autocvar_mp_winlimit = 0;
var int autocvar_mp_halftime = 0;
var int 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_timelimit = 60;
var string autocvar_motdfile = "motd.txt";
var int autocvar_mp_friendlyfire = FALSE;
// New, FreeCS exclusive variables
var int autocvar_fcs_voxannounce = FALSE;
var int autocvar_fcs_knifeonly = FALSE; /* Disallows buying and spawning with weps */
var int autocvar_fcs_swapteams = FALSE; /* Swaps spawnpoints */
var int autocvar_fcs_nopickups = FALSE; /* Disable weapon items */
var int autocvar_fcs_reward_kill = 300;
var int autocvar_fcs_penalty_pain = -150;
var int autocvar_fcs_penalty_kill = -1500;
var int autocvar_fcs_maxmoney = 16000;
var int autocvar_fcs_fillweapons = FALSE; /* This will automatically get ammo for the weapon you buy */
var int autocvar_fcs_fix_bombtimer = FALSE; /* If true, the bomb-timer will dictate the round-end */
var int autocvar_fcs_bombaltthrow = FALSE; /* Randomize the bomb-throw every time ever so slightly */
// Mapcycle features
var string autocvar_mapcyclefile = "mapcycle.txt";
var int iMapCycleCount;
string *sMapCycle;
// Hit Group standards
enum {
BODY_DEFAULT,
BODY_HEAD,
BODY_CHEST,
BODY_STOMACH,
BODY_ARMLEFT,
BODY_ARMRIGHT,
BODY_LEGLEFT,
BODY_LEGRIGHT
};
// Grenade states
enum {
GRENADE_UNREADY,
GRENADE_PULLING,
GRENADE_READY
};
// Match specific fields
int iRounds;
int iWon_T;
int iWon_CT;
int iAlivePlayers_T;
int iAlivePlayers_CT;
float fGameState;
float fGameTime;
// 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;
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 Weapon_Draw(float fWeapon);
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 Weapon_Reload(float fWeapon);
void BaseGun_AccuracyCalc(void);
void BaseGun_Draw(void);
float BaseGun_PrimaryFire(void);
float BaseGun_Reload(void);
void Effect_CreateFlash(entity targ);
void BaseMelee_Draw(void);
int BaseMelee_Attack(void);
void Ammo_AutoFill(float fWeapon);
void Ammo_BuyPrimary(void);
void Ammo_BuySecondary(void);
void Animation_PlayerTop(float fFrame);
void Animation_PlayerTopTemp(float fFrame, float fTime);
void Damage_Apply(entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor);
#define NULL __NULL__