nuclide/cstrike/src/client/defs.h

149 lines
3.4 KiB
C

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "hud.h"
#include "radio.h"
#include "../../../valve/src/client/obituary.h"
var int autocvar_cl_autoweaponswitch = TRUE;
vector g_hud_color;
vector g_hudmins;
vector g_hudres;
var string g_hud1_spr;
var string g_hud2_spr;
var string g_hud3_spr;
var string g_hud4_spr;
var string g_hud5_spr;
var string g_hud6_spr;
var string g_hud7_spr;
var string g_hud10_spr;
var string g_hud11_spr;
var string g_hud12_spr;
var string g_hud13_spr;
var string g_hud14_spr;
var string g_hud15_spr;
var string g_hud16_spr;
struct
{
/* viewmodel stuff */
entity m_eViewModel;
entity m_eMuzzleflash;
int m_iVMBones;
int m_iVMEjectBone;
int m_iLastWeapon;
int m_iOldWeapon;
float m_flBobTime;
float m_flBob;
/* damage overlay */
float m_flDamageAlpha;
vector m_vecDamagePos;
/* +zoomin cmd */
int m_iZoomed;
float m_flZoomTime;
/* player fields */
entity m_ePlayer;
vector m_vecPredictedOrigin;
vector m_vecPredictedOriginOld;
vector m_vecPredictedVelocity;
float m_flPredictedFlags;
/* camera fields */
vector m_vecCameraOrigin;
vector m_vecCameraAngle;
float m_flCameraTime;
/* hud.c */
int m_iHealthOld;
float m_flHealthAlpha;
int m_iArmorOld;
float m_flArmorAlpha;
int m_iAmmo1Old;
float m_flAmmo1Alpha;
int m_iAmmo2Old;
float m_flAmmo2Alpha;
int m_iAmmo3Old;
float m_flAmmo3Alpha;
int m_iPickupWeapon;
float m_flPickupAlpha;
/* This is seperated from the other VGUI stuff so we can check scores
* while buying and whatnot */
int m_iScoresVisible;
int m_iHUDWeaponSelected;
float m_flHUDWeaponSelectTime;
/* saturn controller */
int m_iSaturnMenu;
/* centerprint related */
float m_flCenterprintAlpha;
float m_flCenterprintTime;
float m_iCenterprintLines;
string m_strCenterprintBuffer[18];
/* chat related */
float m_flPrintTime;
string m_strPrintBuffer[5];
int m_iPrintLines;
int m_iInputAttack2;
int m_iInputReload;
int m_iInputUse;
int m_iInputDuck;
float m_flInputBlockTime;
/* fading */
float m_flFadeDuration;
float m_flFadeHold;
float m_flFadeMaxAlpha;
float m_flFadeStyle;
float m_flFadeAlpha;
float m_flFadeTime;
vector m_vecFadeColor;
int m_iFadeActive;
entity m_pWeaponFX;
/* shake */
float m_flShakeFreq;
float m_flShakeDuration;
float m_flShakeTime;
float m_flShakeAmp;
/* cstrike additions */
float m_iMoneyOld;
float m_flMoneyAlpha;
float m_iMoneyDelta;
int m_iTimeUnitsOld;
float m_flTimeAlpha;
vector m_vecMoneyColor;
} g_seats[4], *pSeat;
void HUD_DrawAmmo1(void);
void HUD_DrawAmmo2(void);
void HUD_DrawAmmo3(void);
void HUD_WeaponPickupNotify(int);
void Cstrike_DrawCrosshair(void);
void Cstrike_DrawSimpleCrosshair(void);
void Cstrike_DrawScope(void);
void Textmenu_Call(string);