#ifndef CLIENT_MAIN_H
#define CLIENT_MAIN_H
-#include "../common/constants.qh"
+#include <common/constants.qh>
+#include <common/weapons/all.qh>
// --------------------------------------------------------------------------
// MENU Functionality
#define DATABUF_NEXT (5*maxclients)
+void setpredraw(entity this, void(entity) pdfunc);
+
// --------------------------------------------------------------------------
// Onslaught
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
.void(entity) draw;
.void(entity) draw2d;
-.void() entremove;
+.void(entity) entremove;
float drawframetime;
vector view_origin, view_forward, view_right, view_up;
bool spectatorbutton_zoom;
bool button_attack2;
-int activeweapon;
-int switchingweapon;
-#define switchweapon STAT(SWITCHWEAPON)
+Weapon activeweapon;
+Weapon switchingweapon;
+Weapon switchweapon;
float current_viewzoom;
float zoomin_effect;
float warmup_stage;
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 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;
float hud;