3 #include <common/constants.qh>
4 #include <common/weapons/_all.qh>
5 #include <common/items/inventory.qh>
10 int sv_timer_countdown;
12 bool autocvar_cl_db_saveasdump;
13 bool autocvar_cl_spawn_event_particles;
14 bool autocvar_cl_spawn_event_sound = 1;
15 // float autocvar_cl_spawn_point_model;
16 bool autocvar_cl_spawn_point_particles;
17 float autocvar_cl_spawn_point_dist_max = 1200;
18 bool autocvar_cl_unpress_zoom_on_spawn = true;
19 bool autocvar_cl_unpress_zoom_on_death = true;
20 bool autocvar_cl_unpress_zoom_on_weapon_switch = true;
21 bool autocvar_cl_unpress_attack_on_weapon_switch = false;
22 bool autocvar_hud_showbinds;
23 bool autocvar_hud_showbinds_limit;
24 bool autocvar__hud_showbinds_reload;
25 bool autocvar_developer_csqcentities;
26 bool autocvar_cl_race_cptimes_onlyself; // TODO: move to race gamemode
27 bool autocvar_cl_race_cptimes_showself = false;
29 // Map coordinate base calculations need these
38 #define ISGAMETYPE(NAME) (gametype == MAPINFO_TYPE_##NAME)
45 void Ent_Remove(entity this);
51 float team_count; // real teams
55 float RegisterPlayer(entity player);
57 void RemovePlayer(entity player);
59 void MoveToLast(entity e);
61 float RegisterTeam(entity Team);
63 void RemoveTeam(entity Team);
65 entity GetTeam(int Team, bool add);
67 bool SetTeam(entity pl, int Team);
71 float RANKINGS_RECEIVED_CNT;
72 float RANKINGS_DISPLAY_CNT;
73 string grecordholder[RANKINGS_CNT];
74 float grecordtime[RANKINGS_CNT];
76 entity playerslots[255]; // 255 is engine limit on maxclients
77 entity teamslots[17]; // 17 teams (including "spectator team")
83 IntrusiveList g_drawables;
84 IntrusiveList g_drawables_2d;
85 IntrusiveList g_radarlinks;
86 IntrusiveList g_radaricons;
89 g_drawables = IL_NEW();
90 g_drawables_2d = IL_NEW();
91 g_radarlinks = IL_NEW();
92 g_radaricons = IL_NEW();
97 .void(entity) entremove;
99 vector view_origin, view_forward, view_right, view_up;
101 .float renderflags; // engine field
104 bool spectatorbutton_zoom;
107 float current_viewzoom;
113 string _getcommandkey(string text, string command, bool forcename);
114 #define getcommandkey(cmd_name, command) _getcommandkey(cmd_name, command, false)
115 #define getcommandkey_forcename(cmd_name, command) _getcommandkey(cmd_name, command, true)
117 string vote_called_vote;
119 bool ready_waiting_for_me;
121 bool vote_waiting_for_me;
123 float current_zoomfraction;
125 int cs_project_is_b0rked;
126 int vid_width, vid_height;
127 float vid_pixelheight;
129 float camera_active; // Demo camera is active if set to true
130 float chase_active_backup;
132 vector camera_direction;
134 const float ALPHA_MIN_VISIBLE = 0.003;
136 float armorblockpercent;
137 float damagepush_speedfactor;
141 const int HOOK_START = 1;
142 const int HOOK_END = 2;
144 .float ping, ping_packetloss, ping_movementloss;
146 float g_trueaim_minrange;
152 const int MAX_SPECTATORS = 7;
153 int spectatorlist[MAX_SPECTATORS];
157 float GetSpeedUnitFactor(int speed_unit);
158 string GetSpeedUnit(int speed_unit);
160 .int enttype; // entity type sent from server
161 .int sv_entnum; // entity number sent from server
163 // z411 accuracy info
164 .float accuracy_frags[REGISTRY_MAX(Weapons)];
165 .float accuracy_hit[REGISTRY_MAX(Weapons)];
166 .float accuracy_cnt_hit[REGISTRY_MAX(Weapons)];
167 .float accuracy_cnt_fired[REGISTRY_MAX(Weapons)];
178 // >0 - id of spectated player
179 float spectatee_status;
180 float spectatee_status_changed_time;
182 #define player_currententnum (spectatee_status > 0 ? spectatee_status : player_localnum + 1)
187 // database for misc stuff
190 vector hook_shotorigin[4]; // WEAPONTODO
191 vector lightning_shotorigin[4]; // TODO: unused
193 float serverprevtime, serverdeltatime;