#include <common/constants.qh>
#include <common/weapons/_all.qh>
-// --------------------------------------------------------------------------
-// MENU Functionality
-
-// --------------------------------------------------------------------------
-// Onslaught
-
// Map coordinate base calculations need these
vector mi_center;
vector mi_scale;
// Minimap
string minimapname;
-// --------------------------------------------------------------------------
-// General stuff
-
-float postinit;
+bool postinit;
entity gametype;
-
-//float sorted_players;
-//float sorted_teams;
-
-// Defs
-//.float ctf_state;
-//.float health;
+// temporary hack
+#define ISGAMETYPE(NAME) (gametype == MAPINFO_TYPE_##NAME)
float FONT_USER = 8;
void draw_cursor_normal(vector pos, vector col, float a);
void LoadMenuSkinValues();
-// --------------------------------------------------------------------------
-// Scoreboard stuff
+void PostInit();
+
+void Ent_Remove(entity this);
-const int MAX_SBT_FIELDS = MAX_SCORE;
+void Gamemode_Init();
-PlayerScoreField sbt_field[MAX_SBT_FIELDS + 1];
-float sbt_field_size[MAX_SBT_FIELDS + 1];
-string sbt_field_title[MAX_SBT_FIELDS + 1];
-int sbt_num_fields;
+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];
-//float csqc_flags;
entity playerslots[255]; // 255 is engine limit on maxclients
entity teamslots[17]; // 17 teams (including "spectator team")
-.float gotscores;
+.bool gotscores;
.entity owner;
-.float ready;
-.float eliminated;
+.bool ready;
+.bool eliminated;
.void(entity) draw;
IntrusiveList g_drawables;
bool spectatorbutton_zoom;
bool button_attack2;
-Weapon activeweapon;
-Weapon switchingweapon;
-Weapon switchweapon;
float current_viewzoom;
float zoomin_effect;
-float warmup_stage;
+bool warmup_stage;
void Fog_Force();
#define getcommandkey_forcename(cmd_name, command) _getcommandkey(cmd_name, command, true)
string vote_called_vote;
-float ready_waiting;
-float ready_waiting_for_me;
-float vote_waiting;
-float vote_waiting_for_me;
+bool ready_waiting;
+bool ready_waiting_for_me;
+bool vote_waiting;
+bool vote_waiting_for_me;
float current_zoomfraction;
-float cs_project_is_b0rked;
-float vid_width, vid_height, vid_pixelheight;
+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;
const float ALPHA_MIN_VISIBLE = 0.003;
float armorblockpercent;
+float damagepush_speedfactor;
//hooks
int calledhooks;
int spectatorlist[MAX_SPECTATORS];
int framecount;
-.float health;
float GetSpeedUnitFactor(int speed_unit);
string GetSpeedUnit(int speed_unit);