#pragma once #include "c_cvars.h" EXTERN_CVAR(Bool, cl_crosshair) EXTERN_CVAR(Bool, cl_automsg) EXTERN_CVAR(Int, cl_autoaim) EXTERN_CVAR(Bool, cl_autorun) EXTERN_CVAR(Bool, cl_runmode) EXTERN_CVAR(Bool, cl_autosave) EXTERN_CVAR(Bool, cl_autosavedeletion) EXTERN_CVAR(Int, cl_maxautosaves) EXTERN_CVAR(Bool, cl_obituaries) EXTERN_CVAR(Bool, cl_idplayers) EXTERN_CVAR(Bool, cl_viewbob) EXTERN_CVAR(Bool, cl_weaponsway) EXTERN_CVAR(Bool, cl_viewhbob) EXTERN_CVAR(Bool, cl_viewvbob) EXTERN_CVAR(Bool, cl_interpolate) EXTERN_CVAR(Bool, cl_slopetilting) EXTERN_CVAR(Int, cl_showweapon) EXTERN_CVAR(Int, cl_weaponswitch) EXTERN_CVAR(Float, crosshairscale) EXTERN_CVAR(Bool, cl_sointerpolation) EXTERN_CVAR(Bool, cl_syncinput) EXTERN_CVAR(Bool, cl_swaltnukeinit) EXTERN_CVAR(Bool, cl_dukefixrpgrecoil) EXTERN_CVAR(Bool, cl_smoothsway) EXTERN_CVAR(Bool, cl_showmagamt) EXTERN_CVAR(Bool, cl_nomeleeblur) EXTERN_CVAR(Bool, cl_exhumedoldturn) EXTERN_CVAR(Bool, demorec_seeds_cvar) EXTERN_CVAR(Bool, demoplay_diffs) EXTERN_CVAR(Bool, demoplay_showsync) EXTERN_CVAR(Bool, demorec_diffs_cvar) EXTERN_CVAR(Bool, demorec_force_cvar) EXTERN_CVAR(Int, demorec_difftics_cvar) EXTERN_CVAR(Bool, snd_ambience) EXTERN_CVAR(Bool, snd_enabled) EXTERN_CVAR(Bool, snd_tryformats) EXTERN_CVAR(Bool, mus_enabled) EXTERN_CVAR(Bool, mus_restartonload) EXTERN_CVAR(Bool, mus_redbook) EXTERN_CVAR(Int, snd_mixrate) EXTERN_CVAR(Int, snd_numchannels) EXTERN_CVAR(Int, snd_numvoices) EXTERN_CVAR(Int, snd_speech) EXTERN_CVAR(Int, mus_device) EXTERN_CVAR(Int, hud_layout) EXTERN_CVAR(Float, hud_scalefactor) EXTERN_CVAR(Int, hud_size) EXTERN_CVAR(Float, hud_statscale) EXTERN_CVAR(Int, hud_custom) EXTERN_CVAR(Bool, hud_stats) EXTERN_CVAR(Bool, hud_showmapname) EXTERN_CVAR(Bool, hud_position) EXTERN_CVAR(Bool, hud_bgstretch) EXTERN_CVAR(Int, hud_textscale) EXTERN_CVAR(Bool, hud_messages) EXTERN_CVAR(Int, althud_numbertile) EXTERN_CVAR(Int, althud_numberpal) EXTERN_CVAR(Int, althud_shadows) EXTERN_CVAR(Int, althud_flashing) EXTERN_CVAR(Bool, am_textfont) EXTERN_CVAR(Bool, am_showlabel) EXTERN_CVAR(Bool, am_nameontop) EXTERN_CVAR(Int, r_fov) EXTERN_CVAR(Int, r_drawweapon) EXTERN_CVAR(Int, r_showfps) EXTERN_CVAR(Int, r_showfpsperiod) EXTERN_CVAR(Float, r_ambientlight) EXTERN_CVAR(Bool, r_shadows) EXTERN_CVAR(Bool, r_precache) EXTERN_CVAR(Bool, r_voxels) EXTERN_CVAR(Int, r_upscalefactor) EXTERN_CVAR(Float, vid_gamma) EXTERN_CVAR(Float, vid_contrast) EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Int, gl_multisample) EXTERN_CVAR(Int, gl_ssao) EXTERN_CVAR(Bool, use_joystick) EXTERN_CVAR(Bool, in_mousemode) EXTERN_CVAR(Bool, adult_lockout) EXTERN_CVAR(String, playername) EXTERN_CVAR(String, rtsname) EXTERN_CVAR(String, usermapfolder) EXTERN_CVAR(Int, m_recstat) EXTERN_CVAR(Int, m_coop) EXTERN_CVAR(Int, m_ffire) EXTERN_CVAR(Int, m_noexits) EXTERN_CVAR(Int, playercolor) inline const char* PlayerName(int pindex) { // Todo: proper implementation of user CVARs. return playername; } inline int Autoaim(int player) { // Todo: proper implementation of user CVARs. return cl_autoaim; } extern bool gNoAutoLoad; extern int hud_statusbarrange; // will be set by the game's configuration setup. bool G_CheckAutorun(bool button); inline int G_FPSLimit(void) { return 1; } bool G_AllowAutoload(); enum EHudSize { Hud_Current = -1, Hud_Frame50 = 0, Hud_Frame60, Hud_Frame70, Hud_Frame80, Hud_Frame90, Hud_Stbar, Hud_StbarOverlay, Hud_Mini, Hud_full, Hud_Nothing, Hud_MAX };