+#ifndef CLIENT_MAIN_H
+#define CLIENT_MAIN_H
+
+#include <common/constants.qh>
+#include <common/weapons/all.qh>
+
// --------------------------------------------------------------------------
// MENU Functionality
#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;
+void setpredraw(entity this, void(entity) pdfunc);
// --------------------------------------------------------------------------
// Onslaught
// --------------------------------------------------------------------------
// General stuff
-float drawfont;
float postinit;
float gametype;
//.float ctf_state;
//.float health;
-float FONT_DEFAULT = 0;
float FONT_USER = 8;
// --------------------------------------------------------------------------
// Scoreboard stuff
-const float MAX_HUD_FIELDS = 16;
+const int MAX_HUD_FIELDS = 16;
-const float SP_END = -1;
+const int SP_END = -1;
-const float SP_PING = -2;
-const float SP_NAME = -3;
-const float SP_KDRATIO = -4;
-const float SP_CLRATIO = -5;
-const float SP_PL = -6;
-const float SP_FRAGS = -7;
-const float SP_SUM = -8;
+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 float SP_SEPARATOR = -100;
+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];
-float hud_num_fields;
+int hud_num_fields;
string scores_label[MAX_SCORE];
-float scores_flags[MAX_SCORE];
+int scores_flags[MAX_SCORE];
string teamscores_label[MAX_SCORE];
-float teamscores_flags[MAX_SCORE];
-.float scores[MAX_SCORE];
+int teamscores_flags[MAX_SCORE];
+.int scores[MAX_SCORE];
.float teamscores[MAX_TEAMSCORE];
#define IS_INCREASING(x) ( (x)&SFL_LOWER_IS_BETTER )
.float ready;
.float eliminated;
-.void(void) draw;
-.void(void) draw2d;
-.void(void) entremove;
+.void(entity) draw;
+.void(entity) draw2d;
+.void(entity) entremove;
float drawframetime;
-vector view_origin, view_angles, view_forward, view_right, view_up;
+vector view_origin, view_forward, view_right, view_up;
-float button_zoom;
-float spectatorbutton_zoom;
-float button_attack2;
+bool button_zoom;
+bool spectatorbutton_zoom;
+bool button_attack2;
-float activeweapon;
-float switchingweapon;
-float switchweapon;
+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 cs_project_is_b0rked;
float vid_width, vid_height, vid_pixelheight;
-float camera_active; // Demo camera is active if set to TRUE
+float camera_active; // Demo camera is active if set to true
float chase_active_backup;
float camera_roll;
vector camera_direction;
float armorblockpercent;
//hooks
-float calledhooks;
-const float HOOK_START = 1;
-const float HOOK_END = 2;
+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;
-float framecount;
+int framecount;
+.float health;
+
+#endif