#include <common/anim.qh>
#include <common/constants.qh>
#include <common/net_linked.qh>
+#include <common/net_notice.qh>
#include <common/debug.qh>
#include <common/mapinfo.qh>
#include <common/gamemodes/_mod.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
#include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/mutators/mutator/waypoints/all.qh>
#include <common/viewloc.qh>
#include <common/mapobjects/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
}
-void Porto_Draw(entity this);
STATIC_INIT(Porto)
{
entity e = new_pure(porto);
return SHOTTYPE_HITWORLD;
}
-void PostInit();
-void CSQC_Demo_Camera();
float camera_mode;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
float oldr_useportalculling;
float oldr_useinfinitefarclip;
-void cl_notice_run();
-
float prev_myteam;
int lasthud;
float vh_notice_time;
-void WaypointSprite_Load();
void CSQC_UpdateView(entity this, float w, float h)
{
TC(int, w); TC(int, h);