70 lines
1.6 KiB
C
70 lines
1.6 KiB
C
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// Moved here for better control of compile order.
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// Must be aware of the ClientInfo_t struct, which in turn must be
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// aware of some weapon-related structs before this point is reached
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// in compilation.
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struct
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{
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// Clone of the Nuclide muzzleflash so that dual akimbo fire (both at the same time)
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// can be shown.
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// No need to handle Event_ProcessModel - TS doesn't even have model events for muzzle
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// flashes, modify the way of setting up muzzleflash-related variables to support this
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// when needed.
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entity m_eMuzzleflashAkimbo;
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// PENDING - probably safe to remove these
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int m_iHealthOld;
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float m_flHealthAlpha;
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int m_iArmorOld;
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float m_flArmorAlpha;
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int m_iAmmo1Old;
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float m_flAmmo1Alpha;
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int m_iAmmo2Old;
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float m_flAmmo2Alpha;
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int m_iAmmo3Old;
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float m_flAmmo3Alpha;
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int m_iPickupWeapon;
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float m_flPickupAlpha;
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int m_iHUDWeaponSelected;
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float m_flHUDWeaponSelectTime;
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//TAGGG - assuming this is a fine place to put this
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// It's the slower movement from holding shift down.
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int m_iInputSpeed;
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// Keeping for now, remove later
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float m_flUI_Display;
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float m_inputKeyTapped;
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float m_inputKeyDown;
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float m_inputMouseClicked;
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ClientInfo_t m_clientinfo;
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float m_flBlockSpawnInputTime;
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BOOL m_bUseItems;
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BOOL m_bChangeFiremode;
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} g_seatslocal[4], *pSeatLocal;
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void pSeatLocal_init(void);
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//TAGGG - BobNEW. ViewBob struct array/var moved here
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struct
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{
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float m_flBobTime;
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float m_flBob;
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float m_flBobCycle;
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float m_flSpeed;
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// NEW
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vector m_vCam;
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} g_viewBobVars[4], *pViewBob;
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void pViewBob_reset(void);
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