#pragma once #include #include // Map coordinate base calculations need these vector mi_center; vector mi_scale; // Minimap string minimapname; bool postinit; entity gametype; 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(); void PostInit(); void Ent_Remove(entity this); void Gamemode_Init(); bool SetTeam(entity pl, int Team); vector hud_fontsize; float RANKINGS_RECEIVED_CNT; float RANKINGS_DISPLAY_CNT; string grecordholder[RANKINGS_CNT]; float grecordtime[RANKINGS_CNT]; entity playerslots[255]; // 255 is engine limit on maxclients entity teamslots[17]; // 17 teams (including "spectator team") .bool gotscores; .entity owner; .bool ready; .bool 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; float current_viewzoom; float zoomin_effect; bool warmup_stage; void Fog_Force(); string _getcommandkey(string text, string command, bool forcename); #define getcommandkey(cmd_name, command) _getcommandkey(cmd_name, command, false) #define getcommandkey_forcename(cmd_name, command) _getcommandkey(cmd_name, command, true) string vote_called_vote; bool ready_waiting; bool ready_waiting_for_me; bool vote_waiting; bool vote_waiting_for_me; float current_zoomfraction; int cs_project_is_b0rked; int vid_width, vid_height; float 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; float damagepush_speedfactor; //hooks int calledhooks; const int HOOK_START = 1; const int HOOK_END = 2; .float ping, ping_packetloss, ping_movementloss; float g_trueaim_minrange; int hud; float view_quality; int num_spectators; const int MAX_SPECTATORS = 7; int spectatorlist[MAX_SPECTATORS]; int framecount; float GetSpeedUnitFactor(int speed_unit); string GetSpeedUnit(int speed_unit);