.void(entity) draw;
IntrusiveList g_drawables;
-STATIC_INIT(g_drawables) { g_drawables = IL_NEW(); }
+STATIC_INIT(g_drawables)
+{
+ g_drawables = IL_NEW();
+}
.void(entity) draw2d;
IntrusiveList g_drawables_2d;
-STATIC_INIT(g_drawables_2d) { g_drawables_2d = IL_NEW(); }
+STATIC_INIT(g_drawables_2d)
+{
+ g_drawables_2d = IL_NEW();
+}
.void(entity) entremove;
float drawframetime;
vector view_origin, view_forward, view_right, view_up;
IntrusiveList g_radarlinks;
-STATIC_INIT(g_radarlinks) { g_radarlinks = IL_NEW(); }
+STATIC_INIT(g_radarlinks)
+{
+ g_radarlinks = IL_NEW();
+}
IntrusiveList g_radaricons;
-STATIC_INIT(g_radaricons) { g_radaricons = IL_NEW(); }
+STATIC_INIT(g_radaricons)
+{
+ g_radaricons = IL_NEW();
+}
bool button_zoom;
bool spectatorbutton_zoom;
float cs_project_is_b0rked;
float vid_width, vid_height, vid_pixelheight;
-float camera_active; // Demo camera is active if set to true
+float camera_active; // Demo camera is active if set to true
float chase_active_backup;
float camera_roll;
vector camera_direction;
float armorblockpercent;
float damagepush_speedfactor;
-//hooks
+// hooks
int calledhooks;
const int HOOK_START = 1;
const int HOOK_END = 2;