#pragma once #include bool autocvar_camera_chase_smoothly; bool autocvar_camera_enable; bool autocvar_camera_forward_follows; bool autocvar_camera_free; float autocvar_camera_look_attenuation; float autocvar_camera_look_player; float autocvar_camera_mouse_threshold; bool autocvar_camera_reset; float autocvar_camera_speed_attenuation; float autocvar_camera_speed_chase; float autocvar_camera_speed_free; float autocvar_camera_speed_roll; int autocvar_chase_active; bool autocvar_chase_front; int autocvar_cl_gentle_damage; bool autocvar_cl_lockview; bool autocvar_cl_orthoview; bool autocvar_cl_orthoview_nofog; bool autocvar_cl_spawnzoom = 1; float autocvar_cl_spawnzoom_speed = 1; float autocvar_cl_spawnzoom_factor = 2; bool autocvar_cl_stripcolorcodes; bool autocvar_cl_velocityzoom_enabled; float autocvar_cl_velocityzoom_factor; int autocvar_cl_velocityzoom_type = 3; float autocvar_cl_velocityzoom_speed; float autocvar_cl_velocityzoom_time; float autocvar_cl_zoomfactor; float autocvar_cl_zoomsensitivity; float autocvar_cl_zoomspeed; float autocvar_fov; float autocvar_hud_colorflash_alpha; bool autocvar_hud_contents; float autocvar_hud_contents_blur; float autocvar_hud_contents_blur_alpha; float autocvar_hud_contents_fadeintime; float autocvar_hud_contents_fadeouttime; float autocvar_hud_contents_lava_alpha; string autocvar_hud_contents_lava_color; float autocvar_hud_contents_slime_alpha; string autocvar_hud_contents_slime_color; float autocvar_hud_contents_water_alpha; string autocvar_hud_contents_water_color; bool autocvar_hud_damage; float autocvar_hud_damage_blur; float autocvar_hud_damage_blur_alpha; string autocvar_hud_damage_color; float autocvar_hud_damage_factor; float autocvar_hud_damage_fade_rate; float autocvar_hud_damage_gentle_alpha_multiplier; string autocvar_hud_damage_gentle_color; float autocvar_hud_damage_maxalpha; float autocvar_hud_damage_pain_threshold; float autocvar_hud_damage_pain_threshold_lower; float autocvar_hud_damage_pain_threshold_lower_health; float autocvar_hud_damage_pain_threshold_pulsating_min; float autocvar_hud_damage_pain_threshold_pulsating_period; bool autocvar_hud_powerup; bool autocvar_hud_postprocessing; float autocvar_hud_postprocessing_maxbluralpha; float autocvar_hud_postprocessing_maxblurradius; float autocvar_menu_mouse_speed; int autocvar_r_fakelight; bool autocvar_r_fullbright; float autocvar_r_letterbox; bool autocvar_v_flipped; int autocvar_vid_conheight; int autocvar_vid_conwidth; float autocvar_vid_pixelheight; float autocvar_viewsize; bool autocvar_cl_eventchase_vehicle = 1; vector autocvar_cl_eventchase_vehicle_viewoffset = '0 0 80'; float autocvar_cl_eventchase_vehicle_distance = 250; int autocvar_cl_hitsound; float autocvar_cl_hitsound_min_pitch = 0.75; float autocvar_cl_hitsound_max_pitch = 1.5; float autocvar_cl_hitsound_nom_damage = 25; float autocvar_cl_hitsound_antispam_time; bool autocvar_cl_eventchase_spectated_change = false; float autocvar_cl_eventchase_spectated_change_time = 1; int autocvar_cl_eventchase_death = 2; float autocvar_cl_eventchase_distance = 140; bool autocvar_cl_eventchase_frozen = false; float autocvar_cl_eventchase_speed = 1.3; vector autocvar_cl_eventchase_maxs = '12 12 8'; vector autocvar_cl_eventchase_mins = '-12 -12 -8'; vector autocvar_cl_eventchase_viewoffset = '0 0 20'; string autocvar__togglezoom; int autocvar_cl_nade_timer; bool autocvar_r_drawviewmodel; vector autocvar_cl_gunoffset; void calc_followmodel_ofs(entity view); vector project_3d_to_2d(vector vec); void update_mousepos(); void CSQC_Demo_Camera(); entity viewmodels[MAX_WEAPONSLOTS]; vector viewloc_mousepos; int cursor_active; int cursor_type; const int CURSOR_NORMAL = 0; const int CURSOR_MOVE = 1; const int CURSOR_RESIZE = 2; const int CURSOR_RESIZE2 = 3; float drawtime; float unaccounted_damage = 0; float zoomscript_caught; float dmg_take; // float dmg_save; // vector dmg_origin; #ifdef BLURTEST float blurtest_time0, blurtest_time1, blurtest_radius, blurtest_power; #endif float intermission_time; float game_stopped_time;