4 #define CL_NAME "client"
6 #define CL_MAX_EDICTS (1<<12)
8 #define ENTMASK_ENGINE 1
9 #define ENTMASK_ENGINEVIEWMODELS 2
10 #define ENTMASK_NORMAL 4
12 #define VF_MIN 1 //(vector)
13 #define VF_MIN_X 2 //(float)
14 #define VF_MIN_Y 3 //(float)
15 #define VF_SIZE 4 //(vector) (viewport size)
16 #define VF_SIZE_Y 5 //(float)
17 #define VF_SIZE_X 6 //(float)
18 #define VF_VIEWPORT 7 //(vector, vector)
19 #define VF_FOV 8 //(vector)
20 #define VF_FOVX 9 //(float)
21 #define VF_FOVY 10 //(float)
22 #define VF_ORIGIN 11 //(vector)
23 #define VF_ORIGIN_X 12 //(float)
24 #define VF_ORIGIN_Y 13 //(float)
25 #define VF_ORIGIN_Z 14 //(float)
26 #define VF_ANGLES 15 //(vector)
27 #define VF_ANGLES_X 16 //(float)
28 #define VF_ANGLES_Y 17 //(float)
29 #define VF_ANGLES_Z 18 //(float)
31 #define VF_DRAWWORLD 19 //(float) //actually world model and sky
32 #define VF_DRAWENGINESBAR 20 //(float)
33 #define VF_DRAWCROSSHAIR 21 //(float)
35 #define VF_CL_VIEWANGLES 33 //(vector) //sweet thing for RPGs/...
36 #define VF_CL_VIEWANGLES_X 34 //(float)
37 #define VF_CL_VIEWANGLES_Y 35 //(float)
38 #define VF_CL_VIEWANGLES_Z 36 //(float)
40 //#define VF_PERSPECTIVE 200
42 #define RF_VIEWMODEL 1 // The entity is never drawn in mirrors. In engines with realtime lighting, it casts no shadows.
43 #define RF_EXTERNALMODEL 2 // The entity is appears in mirrors but not in the normal view. It does still cast shadows in engines with realtime lighting.
44 #define RF_DEPTHHACK 4 // The entity appears closer to the view than normal, either by scaling it wierdly or by just using a depthrange. This will usually be found in conjunction with RF_VIEWMODEL
45 #define RF_ADDITIVE 8 // Add the entity acording to it's alpha values instead of the normal blend
46 #define RF_USEAXIS 16 // When set, the entity will use the v_forward, v_right and v_up globals instead of it's angles field for orientation. Angles will be ignored compleatly.
47 // Note that to use this properly, you'll NEED to use the predraw function to set the globals.
48 //#define RF_DOUBLESIDED 32
50 extern qboolean csqc_frame;
51 extern int csqc_buttons;
52 extern qboolean csqc_loaded;
53 extern vec3_t csqc_origin, csqc_angles;
54 extern int csqc_fieldoff_scale;
55 extern int csqc_fieldoff_renderflags;
56 extern int csqc_fieldoff_tag_entity;
57 extern int csqc_fieldoff_tag_index;
58 extern int csqc_fieldoff_dphitcontentsmask;
59 extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
60 extern cvar_t csqc_progcrc;
61 extern qboolean csqc_usecsqclistener;
62 extern matrix4x4_t csqc_listenermatrix;