+++ /dev/null
-#include <client/_all.qh>
-#include "_mod.inc"
-
-#include "commands/_mod.inc"
-#include "hud/_mod.inc"
-#include "mutators/_mod.inc"
-#include "weapons/_mod.inc"
-
-#include <common/_all.inc>
-#include <common/effects/qc/all.qc>
-
-#include <lib/csqcmodel/cl_model.qc>
-#include <lib/csqcmodel/cl_player.qc>
-#include <lib/csqcmodel/interpolate.qc>
-
-#include <lib/warpzone/anglestransform.qc>
-#include <lib/warpzone/common.qc>
-#include <lib/warpzone/client.qc>
-#include <lib/warpzone/server.qc>
-#include <lib/warpzone/util_server.qc>
+++ /dev/null
-#pragma once
-//#include "_mod.qh"
-
-#include <common/util.qh>
-
-#include <common/effects/all.qh>
-#include <common/models/all.qh>
-#include <common/sounds/all.qh>
-
-#include "autocvars.qh"
-#include "defs.qh"
-#include "main.qh"
-#include "miscfunctions.qh"
-#include "view.qh"
-
-#include <common/ent_cs.qh>
-#include <common/wepent.qh>
#include <client/teamradar.qc>
#include <client/view.qc>
#include <client/wall.qc>
+
+#include <client/commands/_mod.inc>
+#include <client/hud/_mod.inc>
+#include <client/mutators/_mod.inc>
+#include <client/weapons/_mod.inc>
#include <client/teamradar.qh>
#include <client/view.qh>
#include <client/wall.qh>
+
+#include <client/commands/_mod.qh>
+#include <client/hud/_mod.qh>
+#include <client/mutators/_mod.qh>
+#include <client/weapons/_mod.qh>
#include "bgmscript.qh"
+#include <common/util.qh>
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/main.qh>
+
#define CONSTANT_SPEED_DECAY
float bgmscriptbuf;
#include "csqcmodel_hooks.qh"
+#include "autocvars.qh"
+#include "csqcmodel_hooks.qh"
+#include "miscfunctions.qh"
#include "mutators/events.qh"
#include "player_skeleton.qh"
#include "weapons/projectile.qh"
#include <common/ent_cs.qh>
#include <common/physics/movetypes/movetypes.qh>
#include <common/viewloc.qh>
+#include <common/effects/all.qh>
+#include <common/effects/all.inc>
#include <lib/csqcmodel/cl_model.qh>
#include <lib/csqcmodel/cl_player.qh>
#include <lib/csqcmodel/interpolate.qh>
#include "hud.qh"
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include "panel/scoreboard.qh"
#include "hud_config.qh"
#include "../mapvoting.qh"
#include <common/minigames/cl_minigames.qh>
#include <common/t_items.qh>
#include <common/deathtypes/all.qh>
+#include <common/ent_cs.qh>
#include <common/items/_mod.qh>
#include <common/mapinfo.qh>
#include <common/vehicles/all.qh>
#include "hud.qh"
#include "panel/scoreboard.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#define HUD_Write(s) fputs(fh, s)
#define HUD_Write_Cvar(cvar) HUD_Write(strcat("seta ", cvar, " \"", cvar_string(cvar), "\"\n"))
#include "ammo.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+#include <client/view.qh>
#include <common/t_items.qh>
+#include <common/wepent.qh>
// Ammo (#1)
#include "scoreboard.qh"
#include <common/notifications/all.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
// CenterPrint (#16)
#include "chat.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+
// Chat (#12)
void HUD_Chat()
#include "engineinfo.qh"
+#include <client/autocvars.qh>
+#include <client/miscfunctions.qh>
+
// Engine info (#13)
float prevfps;
#include "healtharmor.qh"
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+
#include <common/deathtypes/all.qh>
// Health/armor (#3)
#include "infomessages.qh"
+#include <client/autocvars.qh>
+#include <client/miscfunctions.qh>
+
#include <common/ent_cs.qh>
#include <common/mapinfo.qh>
#include "modicons.qh"
+#include <client/miscfunctions.qh>
+#include <client/autocvars.qh>
#include <common/mapinfo.qh>
#include <common/ent_cs.qh>
#include <common/scores.qh>
#include "notify.qh"
+#include <client/autocvars.qh>
+#include <client/miscfunctions.qh>
// Notifications (#4)
#include "physics.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <client/main.qh>
#include <common/mapinfo.qh>
#include <lib/csqcmodel/cl_player.qh>
#include "powerups.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/items/_mod.qh>
// Powerups (#2)
#include "pressedkeys.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
// Pressed keys (#11)
#include "quickmenu.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/ent_cs.qh>
#include <client/hud/_mod.qh>
#include <client/mapvoting.qh>
#include "racetimer.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/mapinfo.qh>
// Race timer (#6)
#include "radar.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/ent_cs.qh>
#include <common/mapinfo.qh>
#include <client/mapvoting.qh>
#include "score.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include "scoreboard.qh"
#include <common/ent_cs.qh>
#include <common/mapinfo.qh>
#include "scoreboard.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include "quickmenu.qh"
#include <common/ent_cs.qh>
#include <common/constants.qh>
#include "timer.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+
// Timer (#5)
void HUD_Timer()
#include "vote.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/mapinfo.qh>
// Vote (#9)
#include "weapons.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+#include <client/view.qh>
+#include <common/wepent.qh>
// Weapons (#0)
#include "main.qh"
+#include "miscfunctions.qh"
+#include <common/effects/effect.qh>
#include <common/effects/qc/all.qh>
+#include <common/effects/all.qh>
+#include <common/effects/all.inc>
#include "hud/_mod.qh"
#include "mapvoting.qh"
#include "mutators/events.qh"
#include "mapvoting.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
+#include "defs.qh"
#include "hud/_mod.qh"
#include "hud/panel/scoreboard.qh"
#include "miscfunctions.qh"
+#include "autocvars.qh"
+#include "defs.qh"
#include "hud/_mod.qh"
#include <common/command/_mod.qh>
#pragma once
+#include <common/util.qh>
+
void free_skeleton_from_frames(entity e);
void skeleton_from_frames(entity e, float is_dead);
void skeleton_loadinfo(entity e);
#include <lib/_all.inc>
#if XONOTIC
-#include <client/_all.inc>
+
+#include <client/_mod.inc>
+
+#include <common/_all.inc>
+#include <common/effects/qc/all.qc>
+
+#include <lib/csqcmodel/cl_model.qc>
+#include <lib/csqcmodel/cl_player.qc>
+#include <lib/csqcmodel/interpolate.qc>
+
+#include <lib/warpzone/anglestransform.qc>
+#include <lib/warpzone/common.qc>
+#include <lib/warpzone/client.qc>
+#include <lib/warpzone/server.qc>
+#include <lib/warpzone/util_server.qc>
#include <ecs/_mod.inc>
#endif
#include "shownames.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
#include "hud/_mod.qh"
#include <common/ent_cs.qh>
#include "teamradar.qh"
+#include "autocvars.qh"
#include "hud/_mod.qh"
#include <common/mutators/mutator/waypoints/all.qh>
#include "view.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
#include "announcer.qh"
#include "hud/_mod.qh"
#include "mapvoting.qh"
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
#include <common/teams.qh>
+#include <common/wepent.qh>
#include <common/weapons/weapon/tuba.qh>
#pragma once
+#include <common/weapons/weapon.qh>
+
vector crosshair_getcolor(entity this, float health_stat);
entity viewmodels[MAX_WEAPONSLOTS];
#include "wall.qh"
+#include "autocvars.qh"
+#include "main.qh"
#include "bgmscript.qh"
#include "../mutators/events.qh"
#include <common/constants.qh>
+#include <common/effects/effect.qh>
+#include <common/effects/all.qh>
#include <common/net_linked.qh>
#include <common/physics/movetypes/movetypes.qh>
#pragma once
+#include <common/sounds/sound.qh>
+
entityclass(Projectile);
class(Projectile).int traileffect;
+#pragma once
// Global list of effects, networked to CSQC by ID to save bandwidth and to use client particle numbers (allows mismatching effectinfos to some degree)
// Not too concerned about the order of this list, just keep the weapon effects together!
#pragma once
+#ifdef CSQC
+#include <client/defs.qh>
+#endif
+
REGISTER_NET_LINKED(ENT_CLIENT_ENTCS)
REGISTER_NET_TEMP(CLIENT_ENTCS)
#pragma once
#include <common/t_items.qh>
+#ifdef GAMEQC
+#include <common/sounds/all.qh>
+#include <common/sounds/all.inc>
+#endif
+
const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
#include <common/items/item.qh>
#include <common/t_items.qh>
+#ifdef GAMEQC
+#include <common/models/all.qh>
+#include <common/sounds/all.qh>
+#include <common/sounds/all.inc>
+#endif
+
CLASS(Pickup, GameItem)
#ifdef GAMEQC
ATTRIB(Pickup, m_model, Model);
#include "cl_minigames_hud.qh"
+#include <client/autocvars.qh>
#include <common/ent_cs.qh>
#include "minigames.qh"
#include "nmm.qh"
+
+#ifdef CSQC
+#include <client/miscfunctions.qh>
+#endif
+
REGISTER_MINIGAME(nmm, "Nine Men's Morris");
const int NMM_TURN_PLACE = 0x0100; // player has to place a piece on the board
#pragma once
+#ifdef CSQC
+#include <client/main.qh>
+#endif
+
const int CBC_ORDER_FIRST = 1;
const int CBC_ORDER_LAST = 2;
const int CBC_ORDER_EXCLUSIVE = 3;
#include <common/teams.qh>
#include <common/util.qh>
+#ifdef CSQC
+#include <client/autocvars.qh>
+#endif
+
/** main types/groups of notifications */
ENUMCLASS(MSG)
/** "Global" AND "personal" announcer messages */
+#pragma once
+
// Global list of sounds
// TODO: remove uses of _sound
#include <common/stats.qh>
#include "config.qh"
-// weapon sets
-USING(WepSet, vector);
+#include "weapon.qh"
+
#ifdef SVQC
void WriteWepSet(float dest, WepSet w);
#endif
WepSet ReadWepSet();
#endif
-#include "weapon.qh"
-
#ifdef GAMEQC
#include "calculations.qh"
#include "projectiles.qh"
#include <common/effects/qc/all.qh>
#endif
+USING(WepSet, vector);
+
const int MAX_WEAPONSLOTS = 2;
.entity weaponentities[MAX_WEAPONSLOTS];
declare -l prog="${1}"
declare -l file="${2}"
MODE=${prog}
+ includes="-include lib/_all.inc"
+ [ -f ${prog}/_all.qh ] && includes="${includes} -include ${prog}/_all.qh"
qpp ${file} test.dat \
- -include lib/_all.inc -include ${prog}/_all.qh \
+ ${includes} \
-I. ${QCCIDENT} ${QCCDEFS} > ${WORKDIR}/${prog}.qc
qcc ${QCCFLAGS} -o ../${WORKDIR}/test.dat ../${WORKDIR}/${prog}.qc >/dev/null
}