3 #include <common/constants.qh>
4 #include <common/weapons/_all.qh>
6 // Map coordinate base calculations need these
15 #define ISGAMETYPE(NAME) (gametype == MAPINFO_TYPE_##NAME)
22 void Ent_Remove(entity this);
26 bool SetTeam(entity pl, int Team);
30 float RANKINGS_RECEIVED_CNT;
31 float RANKINGS_DISPLAY_CNT;
32 string grecordholder[RANKINGS_CNT];
33 float grecordtime[RANKINGS_CNT];
35 entity playerslots[255]; // 255 is engine limit on maxclients
36 entity teamslots[17]; // 17 teams (including "spectator team")
42 IntrusiveList g_drawables;
43 IntrusiveList g_drawables_2d;
44 IntrusiveList g_radarlinks;
45 IntrusiveList g_radaricons;
48 g_drawables = IL_NEW();
49 g_drawables_2d = IL_NEW();
50 g_radarlinks = IL_NEW();
51 g_radaricons = IL_NEW();
56 .void(entity) entremove;
58 vector view_origin, view_forward, view_right, view_up;
60 .float renderflags; // engine field
63 bool spectatorbutton_zoom;
66 float current_viewzoom;
72 string _getcommandkey(string text, string command, bool forcename);
73 #define getcommandkey(cmd_name, command) _getcommandkey(cmd_name, command, false)
74 #define getcommandkey_forcename(cmd_name, command) _getcommandkey(cmd_name, command, true)
76 string vote_called_vote;
78 bool ready_waiting_for_me;
80 bool vote_waiting_for_me;
82 float current_zoomfraction;
84 int cs_project_is_b0rked;
85 int vid_width, vid_height;
86 float vid_pixelheight;
88 float camera_active; // Demo camera is active if set to true
89 float chase_active_backup;
91 vector camera_direction;
93 const float ALPHA_MIN_VISIBLE = 0.003;
95 float armorblockpercent;
96 float damagepush_speedfactor;
100 const int HOOK_START = 1;
101 const int HOOK_END = 2;
103 .float ping, ping_packetloss, ping_movementloss;
105 float g_trueaim_minrange;
111 const int MAX_SPECTATORS = 7;
112 int spectatorlist[MAX_SPECTATORS];
116 float GetSpeedUnitFactor(int speed_unit);
117 string GetSpeedUnit(int speed_unit);