3 #include <common/weapons/weapon.qh>
5 bool autocvar_camera_chase_smoothly;
6 bool autocvar_camera_enable;
7 bool autocvar_camera_forward_follows;
8 bool autocvar_camera_free;
9 float autocvar_camera_look_attenuation;
10 float autocvar_camera_look_player;
11 float autocvar_camera_mouse_threshold;
12 bool autocvar_camera_reset;
13 float autocvar_camera_speed_attenuation;
14 float autocvar_camera_speed_chase;
15 float autocvar_camera_speed_free;
16 float autocvar_camera_speed_roll;
17 int autocvar_chase_active;
18 bool autocvar_chase_front;
19 int autocvar_cl_gentle_damage;
20 bool autocvar_cl_lockview;
21 bool autocvar_cl_orthoview;
22 bool autocvar_cl_orthoview_nofog;
23 bool autocvar_cl_spawnzoom = 1;
24 float autocvar_cl_spawnzoom_speed = 1;
25 float autocvar_cl_spawnzoom_factor = 2;
26 bool autocvar_cl_stripcolorcodes;
27 bool autocvar_cl_velocityzoom_enabled;
28 float autocvar_cl_velocityzoom_factor;
29 int autocvar_cl_velocityzoom_type = 3;
30 float autocvar_cl_velocityzoom_speed;
31 float autocvar_cl_velocityzoom_time;
32 float autocvar_cl_zoomfactor;
33 float autocvar_cl_zoomsensitivity;
34 float autocvar_cl_zoomspeed;
36 float autocvar_hud_colorflash_alpha;
37 bool autocvar_hud_contents;
38 float autocvar_hud_contents_blur;
39 float autocvar_hud_contents_blur_alpha;
40 float autocvar_hud_contents_fadeintime;
41 float autocvar_hud_contents_fadeouttime;
42 float autocvar_hud_contents_lava_alpha;
43 string autocvar_hud_contents_lava_color;
44 float autocvar_hud_contents_slime_alpha;
45 string autocvar_hud_contents_slime_color;
46 float autocvar_hud_contents_water_alpha;
47 string autocvar_hud_contents_water_color;
48 bool autocvar_hud_damage;
49 float autocvar_hud_damage_blur;
50 float autocvar_hud_damage_blur_alpha;
51 string autocvar_hud_damage_color;
52 float autocvar_hud_damage_factor;
53 float autocvar_hud_damage_fade_rate;
54 float autocvar_hud_damage_gentle_alpha_multiplier;
55 string autocvar_hud_damage_gentle_color;
56 float autocvar_hud_damage_maxalpha;
57 float autocvar_hud_damage_pain_threshold;
58 float autocvar_hud_damage_pain_threshold_lower;
59 float autocvar_hud_damage_pain_threshold_lower_health;
60 float autocvar_hud_damage_pain_threshold_pulsating_min;
61 float autocvar_hud_damage_pain_threshold_pulsating_period;
62 bool autocvar_hud_powerup;
63 bool autocvar_hud_postprocessing;
64 float autocvar_hud_postprocessing_maxbluralpha;
65 float autocvar_hud_postprocessing_maxblurradius;
66 float autocvar_menu_mouse_speed;
67 int autocvar_r_fakelight;
68 bool autocvar_r_fullbright;
69 float autocvar_r_letterbox;
70 bool autocvar_v_flipped;
71 int autocvar_vid_conheight;
72 int autocvar_vid_conwidth;
73 float autocvar_vid_pixelheight;
74 float autocvar_viewsize;
75 bool autocvar_cl_eventchase_vehicle = 1;
76 vector autocvar_cl_eventchase_vehicle_viewoffset = '0 0 80';
77 float autocvar_cl_eventchase_vehicle_distance = 250;
78 int autocvar_cl_hitsound;
79 float autocvar_cl_hitsound_min_pitch = 0.75;
80 float autocvar_cl_hitsound_max_pitch = 1.5;
81 float autocvar_cl_hitsound_nom_damage = 25;
82 float autocvar_cl_hitsound_antispam_time;
83 bool autocvar_cl_eventchase_spectated_change = false;
84 float autocvar_cl_eventchase_spectated_change_time = 1;
85 int autocvar_cl_eventchase_death = 2;
86 float autocvar_cl_eventchase_distance = 140;
87 bool autocvar_cl_eventchase_frozen = false;
88 float autocvar_cl_eventchase_speed = 1.3;
89 vector autocvar_cl_eventchase_maxs = '12 12 8';
90 vector autocvar_cl_eventchase_mins = '-12 -12 -8';
91 vector autocvar_cl_eventchase_viewoffset = '0 0 20';
92 string autocvar__togglezoom;
93 int autocvar_cl_nade_timer;
94 bool autocvar_r_drawviewmodel;
95 vector autocvar_cl_gunoffset;
97 void calc_followmodel_ofs(entity view);
99 vector project_3d_to_2d(vector vec);
101 void update_mousepos();
103 void CSQC_Demo_Camera();
105 entity viewmodels[MAX_WEAPONSLOTS];
107 vector viewloc_mousepos;
111 const int CURSOR_NORMAL = 0;
112 const int CURSOR_MOVE = 1;
113 const int CURSOR_RESIZE = 2;
114 const int CURSOR_RESIZE2 = 3;
117 float unaccounted_damage = 0;
118 float zoomscript_caught;
122 // vector dmg_origin;
125 float blurtest_time0, blurtest_time1, blurtest_radius, blurtest_power;
128 float intermission_time;
129 float game_stopped_time;