3 #include <common/constants.qh>
4 #include <common/weapons/_all.qh>
5 #include <common/items/inventory.qh>
10 bool autocvar_cl_db_saveasdump;
11 bool autocvar_cl_spawn_event_particles;
12 bool autocvar_cl_spawn_event_sound = 1;
13 // float autocvar_cl_spawn_point_model;
14 bool autocvar_cl_spawn_point_particles;
15 float autocvar_cl_spawn_point_dist_max = 1200;
16 bool autocvar_cl_unpress_zoom_on_spawn = true;
17 bool autocvar_cl_unpress_zoom_on_death = true;
18 bool autocvar_cl_unpress_zoom_on_weapon_switch = true;
19 bool autocvar_cl_unpress_attack_on_weapon_switch = false;
20 bool autocvar_hud_showbinds;
21 bool autocvar_hud_showbinds_limit;
22 bool autocvar__hud_showbinds_reload;
23 bool autocvar_developer_csqcentities;
24 bool autocvar_cl_race_cptimes_onlyself; // TODO: move to race gamemode
25 bool autocvar_cl_race_cptimes_showself = false;
27 // Map coordinate base calculations need these
36 #define ISGAMETYPE(NAME) (gametype == MAPINFO_TYPE_##NAME)
43 void Ent_Remove(entity this);
49 float team_count; // real teams
53 float RegisterPlayer(entity player);
55 void RemovePlayer(entity player);
57 void MoveToLast(entity e);
59 float RegisterTeam(entity Team);
61 void RemoveTeam(entity Team);
63 entity GetTeam(int Team, bool add);
65 bool SetTeam(entity pl, int Team);
69 float RANKINGS_RECEIVED_CNT;
70 float RANKINGS_DISPLAY_CNT;
71 string grecordholder[RANKINGS_CNT];
72 float grecordtime[RANKINGS_CNT];
74 entity playerslots[255]; // 255 is engine limit on maxclients
75 entity teamslots[17]; // 17 teams (including "spectator team")
81 IntrusiveList g_drawables;
82 IntrusiveList g_drawables_2d;
83 IntrusiveList g_radarlinks;
84 IntrusiveList g_radaricons;
87 g_drawables = IL_NEW();
88 g_drawables_2d = IL_NEW();
89 g_radarlinks = IL_NEW();
90 g_radaricons = IL_NEW();
95 .void(entity) entremove;
97 vector view_origin, view_forward, view_right, view_up;
99 .float renderflags; // engine field
102 bool spectatorbutton_zoom;
105 float current_viewzoom;
111 string _getcommandkey(string text, string command, bool forcename);
112 #define getcommandkey(cmd_name, command) _getcommandkey(cmd_name, command, false)
113 #define getcommandkey_forcename(cmd_name, command) _getcommandkey(cmd_name, command, true)
115 string vote_called_vote;
117 bool ready_waiting_for_me;
119 bool vote_waiting_for_me;
121 float current_zoomfraction;
123 int cs_project_is_b0rked;
124 int vid_width, vid_height;
125 float vid_pixelheight;
127 float camera_active; // Demo camera is active if set to true
128 float chase_active_backup;
130 vector camera_direction;
132 const float ALPHA_MIN_VISIBLE = 0.003;
134 float armorblockpercent;
135 float damagepush_speedfactor;
139 const int HOOK_START = 1;
140 const int HOOK_END = 2;
142 .float ping, ping_packetloss, ping_movementloss;
144 float g_trueaim_minrange;
150 const int MAX_SPECTATORS = 7;
151 int spectatorlist[MAX_SPECTATORS];
155 float GetSpeedUnitFactor(int speed_unit);
156 string GetSpeedUnit(int speed_unit);
158 .int enttype; // entity type sent from server
159 .int sv_entnum; // entity number sent from server
161 // z411 accuracy info
162 .float accuracy_frags[REGISTRY_MAX(Weapons)];
163 .float accuracy_hit[REGISTRY_MAX(Weapons)];
164 .float accuracy_cnt_hit[REGISTRY_MAX(Weapons)];
165 .float accuracy_cnt_fired[REGISTRY_MAX(Weapons)];
176 // >0 - id of spectated player
177 float spectatee_status;
178 float spectatee_status_changed_time;
180 #define player_currententnum (spectatee_status > 0 ? spectatee_status : player_localnum + 1)
185 // database for misc stuff
188 vector hook_shotorigin[4]; // WEAPONTODO
189 vector lightning_shotorigin[4]; // TODO: unused
191 float serverprevtime, serverdeltatime;