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1 #pragma once
2
3 #include <common/constants.qh>
4 #include <common/weapons/all.qh>
5
6 // --------------------------------------------------------------------------
7 // MENU Functionality
8
9 // --------------------------------------------------------------------------
10 // Onslaught
11
12 // Map coordinate base calculations need these
13 vector mi_center;
14 vector mi_scale;
15 // Minimap
16 string minimapname;
17
18 // --------------------------------------------------------------------------
19 // General stuff
20
21 float postinit;
22 float gametype;
23
24 //float sorted_players;
25 //float sorted_teams;
26
27 // Defs
28 //.float ctf_state;
29 //.float health;
30
31 float FONT_USER = 8;
32
33
34 vector OFFSET_CURSOR = '0 0 0';
35 vector SIZE_CURSOR = '32 32 0';
36 void draw_cursor(vector pos, vector ofs, string img, vector col, float a);
37 void draw_cursor_normal(vector pos, vector col, float a);
38 void LoadMenuSkinValues();
39
40 // --------------------------------------------------------------------------
41 // Scoreboard stuff
42
43 const int MAX_HUD_FIELDS = 16;
44
45 const int SP_END = -1;
46
47 const int SP_PING = -2;
48 const int SP_NAME = -3;
49 const int SP_KDRATIO = -4;
50 const int SP_CLRATIO = -5;
51 const int SP_PL = -6;
52 const int SP_FRAGS = -7;
53 const int SP_SUM = -8;
54
55 const int SP_SEPARATOR = -100;
56
57 float hud_field[MAX_HUD_FIELDS + 1];
58 float hud_size[MAX_HUD_FIELDS + 1];
59 string hud_title[MAX_HUD_FIELDS + 1];
60 int hud_num_fields;
61
62 string scores_label[MAX_SCORE];
63 int scores_flags[MAX_SCORE];
64 string teamscores_label[MAX_SCORE];
65 int teamscores_flags[MAX_SCORE];
66 .int scores[MAX_SCORE];
67 .float teamscores[MAX_TEAMSCORE];
68
69 #define IS_INCREASING(x) ( (x)&SFL_LOWER_IS_BETTER )
70 #define IS_DECREASING(x) ( !((x)&SFL_LOWER_IS_BETTER) )
71
72
73 vector hud_fontsize;
74
75 float RANKINGS_RECEIVED_CNT;
76 string grecordholder[RANKINGS_CNT];
77 float grecordtime[RANKINGS_CNT];
78 //float csqc_flags;
79
80 entity playerslots[255]; // 255 is engine limit on maxclients
81 entity teamslots[17];    // 17 teams (including "spectator team")
82 .float gotscores;
83 .entity owner;
84 .float ready;
85 .float eliminated;
86
87 .void(entity) draw;
88 .void(entity) draw2d;
89 .void(entity) entremove;
90 float drawframetime;
91 vector view_origin, view_forward, view_right, view_up;
92
93 bool button_zoom;
94 bool spectatorbutton_zoom;
95 bool button_attack2;
96
97 Weapon activeweapon;
98 Weapon switchingweapon;
99 Weapon switchweapon;
100 float current_viewzoom;
101 float zoomin_effect;
102 float warmup_stage;
103
104 void Fog_Force();
105
106 string _getcommandkey(string text, string command, bool forcename);
107 #define getcommandkey(cmd_name, command) _getcommandkey(cmd_name, command, false)
108 #define getcommandkey_forcename(cmd_name, command) _getcommandkey(cmd_name, command, true)
109
110 string vote_called_vote;
111 float ready_waiting;
112 float ready_waiting_for_me;
113 float vote_waiting;
114 float vote_waiting_for_me;
115
116 float current_zoomfraction;
117
118 float cs_project_is_b0rked;
119 float vid_width, vid_height, vid_pixelheight;
120
121 float camera_active;            // Demo camera is active if set to true
122 float chase_active_backup;
123 float camera_roll;
124 vector camera_direction;
125
126 void centerprint_hud(string strMessage);
127 void centerprint_kill(float id);
128 void centerprint_generic(float new_id, string strMessage, float duration, float countdown_num);
129
130 const float ALPHA_MIN_VISIBLE = 0.003;
131
132 float armorblockpercent;
133
134 //hooks
135 int calledhooks;
136 const int HOOK_START =    1;
137 const int HOOK_END =      2;
138
139 .float ping, ping_packetloss, ping_movementloss;
140
141 float g_trueaim_minrange;
142
143 float hud;
144 float view_quality;
145 int framecount;
146 .float health;
147
148 float GetSpeedUnitFactor(int speed_unit);
149 string GetSpeedUnit(int speed_unit);