119 lines
3.3 KiB
C
Executable file
119 lines
3.3 KiB
C
Executable file
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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#define VEC_PLAYER_VIEWPOS '0 0 20'
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#define VEC_PLAYER_CVIEWPOS '0 0 12'
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// Server cvars
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var int autocvar_mp_winlimit = 0;
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var int autocvar_mp_halftime = 0;
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var int autocvar_mp_startmoney = 800;
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var float autocvar_mp_buytime = 90;
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var float autocvar_mp_freezetime = 6;
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var float autocvar_mp_c4timer = 45;
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var float autocvar_mp_roundtime = 5;
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var float autocvar_mp_timelimit = 60;
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var string autocvar_motdfile = "motd.txt";
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var int autocvar_mp_friendlyfire = FALSE;
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// New, FreeCS exclusive variables
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var int autocvar_fcs_voxannounce = FALSE;
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var int autocvar_fcs_knifeonly = FALSE; /* Disallows buying and spawning with weps */
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var int autocvar_fcs_swapteams = FALSE; /* Swaps spawnpoints */
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var int autocvar_fcs_nopickups = FALSE; /* Disable weapon items */
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var int autocvar_fcs_reward_kill = 300;
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var int autocvar_fcs_penalty_pain = -150;
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var int autocvar_fcs_penalty_kill = -1500;
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var int autocvar_fcs_maxmoney = 16000;
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var int autocvar_fcs_fillweapons = FALSE; /* This will automatically get ammo for the weapon you buy */
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var int autocvar_fcs_fix_bombtimer = FALSE; /* If true, the bomb-timer will dictate the round-end */
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var int autocvar_fcs_bombaltthrow = FALSE; /* Randomize the bomb-throw every time ever so slightly */
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// Mapcycle features
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var string autocvar_mapcyclefile = "mapcycle.txt";
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var int iMapCycleCount;
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string *sMapCycle;
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// Hit Group standards
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enum {
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BODY_DEFAULT,
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BODY_HEAD,
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BODY_CHEST,
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BODY_STOMACH,
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BODY_ARMLEFT,
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BODY_ARMRIGHT,
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BODY_LEGLEFT,
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BODY_LEGRIGHT
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};
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// Grenade states
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enum {
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GRENADE_UNREADY,
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GRENADE_PULLING,
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GRENADE_READY
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};
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// Match specific fields
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int iRounds;
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int iWon_T;
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int iWon_CT;
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int iAlivePlayers_T;
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int iAlivePlayers_CT;
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float fGameState;
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float fGameTime;
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// Game specific fields
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int iHostagesMax;
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int iBombZones;
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int iRescueZones;
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int iBuyZones;
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int iVIPZones;
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int iEscapeZones;
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int iBuyRestriction; // For info_map_parameters
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int iBombRadius; // For info_map_parameters
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int iHostagesRescued;
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int iBombPlanted;
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void Rules_RoundOver(int iTeamWon, int iMoneyReward, float fSilent);
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float Rules_BuyingPossible(void);
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void Timer_Begin(float fTime, float fMode);
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void Spawn_RespawnClient(float fTeam);
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void Spawn_CreateClient(float fTeam);
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void Spawn_MakeSpectator(void);
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void Client_SendEvent(entity eClient, float fEVType);
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void Weapon_Draw(float fWeapon);
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void Weapon_SwitchBest(void);
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void Weapon_UpdateCurrents(void);
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void Weapon_DropWeapon(int iSlot);
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float Weapon_GetAnimType(float fWeapon);
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float Weapon_GetFireRate(float fWeapon);
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float Weapon_GetReloadTime(float fWeapon);
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void Weapon_Reload(float fWeapon);
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void BaseGun_AccuracyCalc(void);
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void BaseGun_Draw(void);
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float BaseGun_PrimaryFire(void);
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float BaseGun_Reload(void);
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void Effect_CreateFlash(entity targ);
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void BaseMelee_Draw(void);
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int BaseMelee_Attack(void);
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void Ammo_AutoFill(float fWeapon);
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void Ammo_BuyPrimary(void);
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void Ammo_BuySecondary(void);
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void Animation_PlayerTop(float fFrame);
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void Animation_PlayerTopTemp(float fFrame, float fTime);
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void Damage_Apply(entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor);
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#define NULL __NULL__
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