#include <client/hud/_mod.qh>
#include <client/hud/panel/quickmenu.qh>
#include <client/hud/panel/radar.qh>
+#include <client/hud/panel/scoreboard.qh>
#include "../main.qh"
#include "../mapvoting.qh"
#include "../miscfunctions.qh"
#include "autocvars.qh"
#include "miscfunctions.qh"
#include <client/mutators/_mod.qh>
+#include <client/main.qh>
#include "player_skeleton.qh"
#include "weapons/projectile.qh"
#include <common/animdecide.qh>
// Additional OPTIONAL Fields and Globals
//float intermission;
-float scoreboard_showscores;
-.string message;
-.float renderflags;
// float coop;
// float deathmatch;
float vid_conheight;
int binddb;
-// QUALIFYING
-float race_checkpoint;
-float race_time;
-float race_laptime;
-float race_checkpointtime;
-float race_previousbesttime;
-float race_mypreviousbesttime;
-string race_previousbestname;
-float race_nextcheckpoint;
-float race_nextbesttime;
-float race_mybesttime;
-string race_nextbestname;
-float race_penaltyaccumulator; // qualifying: total penalty time in tenths
-float race_penaltyeventtime; // time when the player got the penalty
-float race_penaltytime; // duration of penalty time, in tenths
-string race_penaltyreason; // reason for penalty
-float race_server_record; // server record
-float race_speedaward;
-string race_speedaward_holder;
-string race_speedaward_unit;
-float race_speedaward_alltimebest;
-string race_speedaward_alltimebest_holder;
-string race_speedaward_alltimebest_unit;
-
-// RACE
-float race_mycheckpoint;
-float race_mycheckpointtime;
-float race_mycheckpointdelta;
-float race_mycheckpointlapsdelta;
-string race_mycheckpointenemy;
-float race_othercheckpoint;
-float race_othercheckpointtime;
-float race_othercheckpointdelta;
-float race_othercheckpointlapsdelta;
-string race_othercheckpointenemy;
-float scoreboard_showscores_force;
-float race_status;
-string race_status_name;
-float race_myrank;
-
-// Nexball
-float nb_pb_period;
-
// Spectating
// -1 - observing
// 0 - playing
float w_issilent, w_random;
vector w_org, w_backoff;
-float autoswitch;
-bool cvar_cl_allow_uid2name;
-bool cvar_cl_allow_uidranking;
-float cvar_cl_autoscreenshot;
-float cvar_cl_autotaunt;
-float cvar_cl_clippedspectating;
-int cvar_cl_gunalign;
-float cvar_cl_handicap;
-float cvar_cl_jetpack_jump;
-float cvar_cl_movement_track_canjump;
-float cvar_cl_noantilag;
-string cvar_cl_physics;
-float cvar_cl_voice_directional;
-float cvar_cl_voice_directional_taunt_attenuation;
-float cvar_cl_weaponimpulsemode;
-string cvar_g_xonoticversion;
-float cvar_cl_cts_noautoswitch;
-bool cvar_cl_weapon_switch_reload;
-bool cvar_cl_weapon_switch_fallback_to_impulse;
-
-REPLICATE(autoswitch, bool, "cl_autoswitch");
-REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
-REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
-REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
-REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
-REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
-REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
-REPLICATE(cvar_cl_handicap, float, "cl_handicap");
-REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
-REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
-REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
-REPLICATE(cvar_cl_physics, string, "cl_physics");
-REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
-REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
-REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
-REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
-REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
-REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
-REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
-/*
-// cvar cl_newusekeysupported doesn't exist
-float cvar_cl_newusekeysupported;
-REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
-*/
-string cvar_cl_allow_uidtracking;
-REPLICATE(cvar_cl_allow_uidtracking, string, "cl_allow_uidtracking");
-
-string cvar_cl_weaponpriority;
-REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority");
-
-string cvar_cl_weaponpriorities[10];
-REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0");
-REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1");
-REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2");
-REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3");
-REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4");
-REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5");
-REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6");
-REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7");
-REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8");
-REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9");
-
float bgmtime;
float vortex_charge_movingavg;
#include <client/defs.qh>
#include <client/miscfunctions.qh>
#include <common/items/_mod.qh>
+#include <common/util.qh>
// Powerups (#2)
#pragma once
#include "../panel.qh"
+
+// QUALIFYING
+float race_checkpoint;
+float race_time;
+float race_laptime;
+float race_checkpointtime;
+float race_previousbesttime;
+float race_mypreviousbesttime;
+string race_previousbestname;
+float race_nextcheckpoint;
+float race_nextbesttime;
+float race_mybesttime;
+string race_nextbestname;
+float race_penaltyaccumulator; // qualifying: total penalty time in tenths
+float race_penaltyeventtime; // time when the player got the penalty
+float race_penaltytime; // duration of penalty time, in tenths
+string race_penaltyreason; // reason for penalty
+float race_server_record; // server record
+float race_speedaward;
+string race_speedaward_holder;
+string race_speedaward_unit;
+float race_speedaward_alltimebest;
+string race_speedaward_alltimebest_holder;
+string race_speedaward_alltimebest_unit;
+
+// RACE
+float race_mycheckpoint;
+float race_mycheckpointtime;
+float race_mycheckpointdelta;
+float race_mycheckpointlapsdelta;
+string race_mycheckpointenemy;
+float race_othercheckpoint;
+float race_othercheckpointtime;
+float race_othercheckpointdelta;
+float race_othercheckpointlapsdelta;
+string race_othercheckpointenemy;
+float scoreboard_showscores_force;
+float race_status;
+string race_status_name;
+float race_myrank;
#include <client/defs.qh>
#include <client/main.qh>
#include <client/miscfunctions.qh>
+#include <client/hud/panel/racetimer.qh>
#include "quickmenu.qh"
#include <common/ent_cs.qh>
#include <common/constants.qh>
#pragma once
#include "../panel.qh"
+bool scoreboard_showscores;
+
bool scoreboard_active;
float scoreboard_fade_alpha;
float scoreboard_acc_fade_alpha;
#include "weapons/projectile.qh"
#include <common/deathtypes/all.qh>
#include <common/items/_mod.qh>
+#include <common/gamemodes/gamemode/nexball/cl_nexball.qh>
#include <common/mapinfo.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
float drawframetime;
vector view_origin, view_forward, view_right, view_up;
+.float renderflags; // engine field
bool button_zoom;
bool spectatorbutton_zoom;
#include "hud/panel/scoreboard.qh"
#include <common/mapinfo.qh>
+#include <common/util.qh>
// MapVote (#21)
#include <common/mapinfo.qc>
#include <common/net_notice.qc>
#include <common/playerstats.qc>
+#include <common/replicate.qc>
#include <common/state.qc>
#include <common/util.qc>
#include <common/viewloc.qc>
#include <common/net_notice.qh>
#include <common/playerstats.qh>
#include <common/state.qh>
+#include <common/replicate.qh>
#include <common/util.qh>
#include <common/viewloc.qh>
#include <common/wepent.qh>
#include "casings.qh"
+#include <common/replicate.qh>
#include <common/util.qh>
#ifdef CSQC
#pragma once
void HUD_Mod_NexBall(vector pos, vector mySize);
+
+float nb_pb_period;
--- /dev/null
+#include "replicate.qh"
--- /dev/null
+#pragma once
+
+// TODO: sort/merge these!
+#if defined(CSQC)
+ float autoswitch;
+ bool cvar_cl_allow_uid2name;
+ float cvar_cl_allow_uidtracking;
+ bool cvar_cl_allow_uidranking;
+ float cvar_cl_autoscreenshot;
+ float cvar_cl_autotaunt;
+ float cvar_cl_clippedspectating;
+ int cvar_cl_gunalign;
+ float cvar_cl_handicap;
+ float cvar_cl_jetpack_jump;
+ float cvar_cl_movement_track_canjump;
+ float cvar_cl_noantilag;
+ string cvar_cl_physics;
+ float cvar_cl_voice_directional;
+ float cvar_cl_voice_directional_taunt_attenuation;
+ float cvar_cl_weaponimpulsemode;
+
+ string cvar_g_xonoticversion;
+ string cvar_cl_weaponpriority;
+ string cvar_cl_weaponpriorities[10];
+ float cvar_cl_cts_noautoswitch;
+ bool cvar_cl_weapon_switch_reload;
+ bool cvar_cl_weapon_switch_fallback_to_impulse;
+#elif defined(SVQC)
+ .float cvar_cl_handicap;
+ .int cvar_cl_gunalign;
+ .float cvar_cl_clippedspectating;
+ .float cvar_cl_autoscreenshot;
+ .float cvar_cl_jetpack_jump;
+ .float cvar_cl_movement_track_canjump;
+ //.float cvar_cl_newusekeysupported;
+ .float cvar_cl_cts_noautoswitch;
+ .bool cvar_cl_weapon_switch_reload;
+ .bool cvar_cl_weapon_switch_fallback_to_impulse;
+
+ .string cvar_g_xonoticversion;
+ .string cvar_cl_weaponpriority;
+ .string cvar_cl_weaponpriorities[10];
+ .float cvar_cl_noantilag;
+
+ // WEAPONTODO
+ .float autoswitch;
+ .float cvar_cl_weaponimpulsemode;
+
+ .float cvar_cl_allow_uid2name;
+ .float cvar_cl_allow_uidtracking;
+ .bool cvar_cl_allow_uidranking;
+
+ .string cvar_cl_physics;
+
+ // autotaunt system
+ .float cvar_cl_autotaunt;
+ .float cvar_cl_voice_directional;
+ .float cvar_cl_voice_directional_taunt_attenuation;
+#endif
+
+#ifdef GAMEQC
+REPLICATE(autoswitch, bool, "cl_autoswitch");
+REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
+REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
+REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
+REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
+REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
+REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
+REPLICATE(cvar_cl_handicap, float, "cl_handicap");
+REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
+REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
+REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
+REPLICATE(cvar_cl_physics, string, "cl_physics");
+REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
+REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
+REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
+REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
+REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
+REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
+REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
+/*
+// cvar cl_newusekeysupported doesn't exist
+float cvar_cl_newusekeysupported;
+REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
+*/
+#ifdef CSQC
+// handled specially on the server
+REPLICATE(cvar_cl_allow_uidtracking, float, "cl_allow_uidtracking");
+#endif
+
+REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority");
+
+REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0");
+REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1");
+REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2");
+REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3");
+REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4");
+REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5");
+REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6");
+REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7");
+REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8");
+REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9");
+#endif
#pragma once
#include "utils.qh"
+#include <common/replicate.qh>
#include <common/sounds/all.qh>
-// replicated cvars TODO: needs better organisation!
-.float cvar_cl_handicap;
-.int cvar_cl_gunalign;
-.float cvar_cl_clippedspectating;
-.float cvar_cl_autoscreenshot;
-.float cvar_cl_jetpack_jump;
-.float cvar_cl_movement_track_canjump;
-.float cvar_cl_newusekeysupported;
-.float cvar_cl_cts_noautoswitch;
-.bool cvar_cl_weapon_switch_reload;
-.bool cvar_cl_weapon_switch_fallback_to_impulse;
-
-.string cvar_g_xonoticversion;
-.string cvar_cl_weaponpriority;
-.string cvar_cl_weaponpriorities[10];
-.float cvar_cl_noantilag;
-
// WEAPONTODO
-.float autoswitch;
.string weaponorder_byimpulse;
-.float cvar_cl_weaponimpulsemode;
-
-.float cvar_cl_allow_uid2name;
-.float cvar_cl_allow_uidtracking;
-.bool cvar_cl_allow_uidranking;
-
-.string cvar_cl_physics;
-
-// autotaunt system
-.float cvar_cl_autotaunt;
-.float cvar_cl_voice_directional;
-.float cvar_cl_voice_directional_taunt_attenuation;
.entity clientdata;
return o;
}
-REPLICATE(autoswitch, bool, "cl_autoswitch");
-
-REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
-
-REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
-
-REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
-
-REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
-
-REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
-
-REPLICATE(cvar_cl_handicap, float, "cl_handicap");
-
-REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
-
-REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
-
-REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
-
-REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
-
-REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
-
-REPLICATE(cvar_cl_physics, string, "cl_physics");
-
-REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
-
-REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
-
-REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
-
-REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
-
-REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
-
-REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
-
-REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
-
/**
* @param f -1: cleanup, 0: request, 1: receive
*/
#include <common/util.qh>
#include <common/items/item.qh>
#include <common/weapons/_all.qh>
+#include <common/replicate.qh>
#include <common/state.qh>
#include <common/mapobjects/triggers.qh>
#include <common/mutators/mutator/waypoints/waypointsprites.qh>