// -------------------------------------------------------------------------- // MENU Functionality const float DATABUF_PING = 0; #define DATABUF_CAPTURES (1*maxclients) #define DATABUF_DEATHS (2*maxclients) #define DATABUF_RETURNS (3*maxclients) #define DATABUF_NEXT (5*maxclients) void() menu_show_error; void() menu_sub_null; float menu_visible; var void() menu_show; var float(float bInputType, float nPrimary, float nSecondary) menu_action; // -------------------------------------------------------------------------- // Onslaught // Map coordinate base calculations need these vector mi_center; vector mi_scale; // Minimap string minimapname; // -------------------------------------------------------------------------- // General stuff float postinit; float gametype; //float sorted_players; //float sorted_teams; // Defs //.float ctf_state; //.float health; float FONT_USER = 8; // -------------------------------------------------------------------------- // Scoreboard stuff const int MAX_HUD_FIELDS = 16; const int SP_END = -1; const int SP_PING = -2; const int SP_NAME = -3; const int SP_KDRATIO = -4; const int SP_CLRATIO = -5; const int SP_PL = -6; const int SP_FRAGS = -7; const int SP_SUM = -8; const int SP_SEPARATOR = -100; float hud_field[MAX_HUD_FIELDS + 1]; float hud_size[MAX_HUD_FIELDS + 1]; string hud_title[MAX_HUD_FIELDS + 1]; int hud_num_fields; string scores_label[MAX_SCORE]; int scores_flags[MAX_SCORE]; string teamscores_label[MAX_SCORE]; int teamscores_flags[MAX_SCORE]; .int scores[MAX_SCORE]; .float teamscores[MAX_TEAMSCORE]; #define IS_INCREASING(x) ( (x)&SFL_LOWER_IS_BETTER ) #define IS_DECREASING(x) ( !((x)&SFL_LOWER_IS_BETTER) ) vector hud_fontsize; float RANKINGS_RECEIVED_CNT; string grecordholder[RANKINGS_CNT]; float grecordtime[RANKINGS_CNT]; //float csqc_flags; entity playerslots[255]; // 255 is engine limit on maxclients entity teamslots[17]; // 17 teams (including "spectator team") .float gotscores; .entity owner; .float ready; .float eliminated; .void(void) draw; .void(void) draw2d; .void(void) entremove; float drawframetime; vector view_origin, view_forward, view_right, view_up; float button_zoom; float spectatorbutton_zoom; float button_attack2; float activeweapon; float switchingweapon; float switchweapon; float current_viewzoom; float zoomin_effect; float warmup_stage; string getcommandkey(string text, string command); string vote_called_vote; float ready_waiting; float ready_waiting_for_me; float vote_waiting; float vote_waiting_for_me; float current_zoomfraction; float cs_project_is_b0rked; float vid_width, vid_height, vid_pixelheight; float camera_active; // Demo camera is active if set to true float chase_active_backup; float camera_roll; vector camera_direction; void centerprint_hud(string strMessage); void centerprint_generic(float new_id, string strMessage, float duration, float countdown_num); const float ALPHA_MIN_VISIBLE = 0.003; float armorblockpercent; //hooks int calledhooks; const int HOOK_START = 1; const int HOOK_END = 2; .float ping, ping_packetloss, ping_movementloss; float g_balance_mortar_bouncefactor; float g_balance_mortar_bouncestop; float g_balance_electro_secondary_bouncefactor; float g_balance_electro_secondary_bouncestop; float g_trueaim_minrange; entity entcs_receiver[255]; // 255 is the engine limit on maxclients float hud; float view_quality; int framecount;