76 lines
1.9 KiB
C
76 lines
1.9 KiB
C
/*
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* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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vector g_hud_color;
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struct
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{
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//Viewmodel stuff
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entity eViewModel;
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entity eMuzzleflash;
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float fNumBones;
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float fEjectBone;
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vector vPunchAngle;
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float fLastWeapon;
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float fBobTime;
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float fBob;
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float damage_alpha;
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vector damage_pos;
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/* Camera Bob */
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float flCamMove;
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float flCamTime;
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int iCamCycle;
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float flCamFracSin;
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float flCamDelta;
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int iZoomed;
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float flZoomTime;
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//Player fields
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entity ePlayer;
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vector vPlayerOrigin;
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vector vPlayerOriginOld;
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vector vPlayerVelocity;
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float fPlayerFlags;
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// Camera Fields
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//entity ePlayerEnt;
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vector vCameraPos;
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vector vCameraAngle;
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float fCameraTime;
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//UI fields
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float fVGUI_Display; // The VGUI menu currently being drawn
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int iShowScores; // This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
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//buy menu
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// We can only carry one item per slot, so this is hacking around the last one
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float fHUDWeaponSelected;
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float fHUDWeaponSelectTime;
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int iInputAttack2;
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int iInputReload;
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int iInputUse;
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int iInputDuck;
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float fInputSendNext;
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} seats[4], *pSeat;
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void HUD_DrawAmmo1(void);
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void HUD_DrawAmmo2(void);
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void HUD_DrawAmmo3(void);
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