var string autocvar_hud_panel_weapons_bg_padding;
var float autocvar_hud_panel_weapons_aspect;
var float autocvar_hud_panel_weapons_accuracy;
-var float autocvar_hud_panel_weapons_accuracy_yellow;
var float autocvar_hud_panel_weapons_ammo;
var vector autocvar_hud_panel_weapons_ammo_color;
var float autocvar_hud_panel_weapons_ammo_alpha;
org_z = ReadShort() * 4 + 2;
vel = decompressShortVector(ReadShort());
- if(cvar("cl_gentle_gibs") || cvar("cl_gentle"))
+ if(autocvar_cl_gentle_gibs || cvar("cl_gentle"))
type |= 0x80; // set gentle bit
if(type & 0x80)
{
- if(cvar("cl_gentle_gibs") == 2)
+ if(autocvar_cl_gentle_gibs == 2)
gentle_prefix = "";
- else if(cvar("cl_gentle_gibs") == 3)
+ else if(autocvar_cl_gentle_gibs == 3)
gentle_prefix = "happy_";
else
gentle_prefix = "morphed_";
gentle_prefix = "particlegibs_";
}
- if not(cvar("cl_gentle_gibs") || cvar("cl_gentle"))
+ if not(autocvar_cl_gentle_gibs || cvar("cl_gentle"))
amount *= 1 - cvar("cl_nogibs");
if(cvar("ekg"))
var string panel_bg_border_str;
var float panel_bg_padding;
var string panel_bg_padding_str;
-var float panel_accuracy_yellow;
-var float panel_accuracy_onlycurrent;
-var float panel_accuracy_flip;
-var float panel_accuracy_iconalign;
-var float panel_accuracy_baralign;
-var float panel_accuracy_info_top;
-var float panel_accuracy_foreground_alpha;
-var float panel_accuracy_alreadyvoted_alpha;
// Because calling lots of functions in QC apparently cuts fps in half on many machines:
// ----------------------
panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_panelpos;
// return smoothly faded size of given panel when a dialog is active
-var vector menu_enable_maxsize;
+var vector menu_enable_maxsize; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(menu_enable_maxsize);
var vector menu_enable_size;
#define HUD_Panel_GetMenuSize()\
menu_enable_maxsize_x = 0.3 * vid_conwidth;\
float hud_panel_radar_foreground_alpha;
float hud_panel_radar_rotation;
vector hud_panel_radar_size;
-vector hud_panel_radar_position;
float hud_panel_radar_zoommode;
void teamradar_loadcvars()
if(!hud_panel_radar_size_y) hud_panel_radar_size_y = hud_panel_radar_size_x;
hud_panel_radar_size_z = 0;
- hud_panel_radar_nohudhack = hud_panel_radar_position_z;
- hud_panel_radar_position_z = 0;
+ hud_panel_radar_nohudhack = 0;
}
// radar links
{
float f;
- ++warpzone_warpzones_exist;
+ warpzone_warpzones_exist = 1;
if not(self.enemy)
{
self.enemy = spawn();
void WarpZone_Camera_Read(float isnew)
{
float f;
- ++warpzone_cameras_exist;
+ warpzone_cameras_exist = 1;
self.classname = "func_warpzone_camera";
f = ReadByte();
vector WarpZone_FixNearClip(vector o, vector c0, vector c1, vector c2, vector c3)
{
- float nearclipdistance;
vector mi, ma;
entity e;
float pd;
#endif
void WarpZone_FixView()
{
- float pd, f;
+ float f;
vector o;
entity e;
vector corner0, corner1, corner2, corner3, nearclip;
error("Camera with nonexisting target");
return;
}
- ++warpzone_cameras_exist;
+ warpzone_cameras_exist = 1;
WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
self.SendFlags = 0xFFFFFF;
}
return;
}
- ++warpzone_warpzones_exist;
+ warpzone_warpzones_exist = 1;
WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
self.touch = WarpZone_Touch;
self.SendFlags = 0xFFFFFF;