#pragma once #include #include // -------------------------------------------------------------------------- // MENU Functionality // -------------------------------------------------------------------------- // 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; vector OFFSET_CURSOR = '0 0 0'; vector SIZE_CURSOR = '32 32 0'; void draw_cursor(vector pos, vector ofs, string img, vector col, float a); void draw_cursor_normal(vector pos, vector col, float a); void LoadMenuSkinValues(); // -------------------------------------------------------------------------- // Scoreboard stuff const int MAX_SBT_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 sbt_field[MAX_SBT_FIELDS + 1]; float sbt_field_size[MAX_SBT_FIELDS + 1]; string sbt_field_title[MAX_SBT_FIELDS + 1]; int sbt_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(entity) draw; IntrusiveList g_drawables; STATIC_INIT(g_drawables) { g_drawables = IL_NEW(); } .void(entity) draw2d; IntrusiveList g_drawables_2d; STATIC_INIT(g_drawables_2d) { g_drawables_2d = IL_NEW(); } .void(entity) entremove; float drawframetime; vector view_origin, view_forward, view_right, view_up; IntrusiveList g_radarlinks; STATIC_INIT(g_radarlinks) { g_radarlinks = IL_NEW(); } IntrusiveList g_radaricons; STATIC_INIT(g_radaricons) { g_radaricons = IL_NEW(); } bool button_zoom; bool spectatorbutton_zoom; bool button_attack2; Weapon activeweapon; Weapon switchingweapon; Weapon switchweapon; float current_viewzoom; float zoomin_effect; float warmup_stage; void Fog_Force(); 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_kill(float id); 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_trueaim_minrange; float hud; float view_quality; int framecount; .float health; float GetSpeedUnitFactor(int speed_unit); string GetSpeedUnit(int speed_unit);