int autocvar_chase_active;
int autocvar_cl_allow_uid2name;
string autocvar_cl_announcer;
-var float autocvar_cl_announcer_antispam = 2;
-var float autocvar_cl_announcer_maptime = 3;
+float autocvar_cl_announcer_antispam = 2;
+float autocvar_cl_announcer_maptime = 3;
bool autocvar_cl_autodemo_delete;
bool autocvar_cl_autodemo_delete_keeprecords;
bool autocvar_cl_casings;
float autocvar_cl_casings_bronze_time;
-var int autocvar_cl_casings_maxcount = 100;
+int autocvar_cl_casings_maxcount = 100;
float autocvar_cl_casings_shell_time;
-var bool autocvar_cl_casings_sloppy = 1;
-var float autocvar_cl_casings_ticrate = 0.1;
+bool autocvar_cl_casings_sloppy = 1;
+float autocvar_cl_casings_ticrate = 0.1;
bool autocvar_cl_db_saveasdump;
bool autocvar_cl_deathscoreboard;
float autocvar_cl_effects_lightningarc_branchfactor_add;
int autocvar_cl_gentle_damage;
int autocvar_cl_gentle_gibs;
int autocvar_cl_gentle_messages;
-var float autocvar_cl_gibs_damageforcescale = 3.5;
-var float autocvar_cl_gibs_lifetime = 14;
-var float autocvar_cl_gibs_maxcount = 100;
-var bool autocvar_cl_gibs_sloppy = 1;
-var float autocvar_cl_gibs_ticrate = 0.1;
-var float autocvar_cl_gibs_velocity_random = 1;
-var float autocvar_cl_gibs_velocity_scale = 1;
-var float autocvar_cl_gibs_avelocity_scale = 1;
+float autocvar_cl_gibs_damageforcescale = 3.5;
+float autocvar_cl_gibs_lifetime = 14;
+float autocvar_cl_gibs_maxcount = 100;
+bool autocvar_cl_gibs_sloppy = 1;
+float autocvar_cl_gibs_ticrate = 0.1;
+float autocvar_cl_gibs_velocity_random = 1;
+float autocvar_cl_gibs_velocity_scale = 1;
+float autocvar_cl_gibs_avelocity_scale = 1;
float autocvar_cl_gibs_velocity_up;
int autocvar_cl_gunalign;
bool autocvar_cl_hidewaypoints;
float autocvar_cl_particles_quality;
bool autocvar_cl_projectiles_sloppy;
bool autocvar_cl_readpicture_force;
-var bool autocvar_cl_reticle = 1;
-var float autocvar_cl_reticle_normal_alpha = 1;
-var bool autocvar_cl_reticle_weapon = 1;
-var float autocvar_cl_reticle_weapon_alpha = 1;
+bool autocvar_cl_reticle = 1;
+float autocvar_cl_reticle_normal_alpha = 1;
+bool autocvar_cl_reticle_weapon = 1;
+float autocvar_cl_reticle_weapon_alpha = 1;
bool autocvar_cl_reticle_stretch;
bool autocvar_cl_spawn_event_particles;
-var bool autocvar_cl_spawn_event_sound = 1;
+bool autocvar_cl_spawn_event_sound = 1;
// float autocvar_cl_spawn_point_model;
bool autocvar_cl_spawn_point_particles;
-var bool autocvar_cl_spawnzoom = 1;
-var float autocvar_cl_spawnzoom_speed = 1;
-var float autocvar_cl_spawnzoom_factor = 2;
+bool autocvar_cl_spawnzoom = 1;
+float autocvar_cl_spawnzoom_speed = 1;
+float autocvar_cl_spawnzoom_factor = 2;
bool autocvar_cl_stripcolorcodes;
-var float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
-var float autocvar_cl_vehicle_spiderbot_cross_size = 1;
-var bool autocvar_cl_vehicles_hud_tactical = 1;
+float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
+float autocvar_cl_vehicle_spiderbot_cross_size = 1;
+bool autocvar_cl_vehicles_hud_tactical = 1;
bool autocvar_cl_velocityzoom_enabled;
float autocvar_cl_velocityzoom_factor;
-var int autocvar_cl_velocityzoom_type = 3;
+int autocvar_cl_velocityzoom_type = 3;
float autocvar_cl_velocityzoom_speed;
float autocvar_cl_velocityzoom_time;
string autocvar_cl_weaponpriority;
float autocvar_cl_zoomfactor;
float autocvar_cl_zoomsensitivity;
float autocvar_cl_zoomspeed;
-var bool autocvar_cl_unpress_zoom_on_spawn = 1;
-var bool autocvar_cl_unpress_zoom_on_death = 1;
-var bool autocvar_cl_unpress_zoom_on_weapon_switch = 1;
-var bool autocvar_cl_unpress_attack_on_weapon_switch = 1;
+bool autocvar_cl_unpress_zoom_on_spawn = 1;
+bool autocvar_cl_unpress_zoom_on_death = 1;
+bool autocvar_cl_unpress_zoom_on_weapon_switch = 1;
+bool autocvar_cl_unpress_attack_on_weapon_switch = 1;
bool autocvar_con_chat;
float autocvar_con_chatpos;
bool autocvar_con_chatrect;
float autocvar_crosshair_alpha;
string autocvar_crosshair_color;
int autocvar_crosshair_color_special;
-var float autocvar_crosshair_color_special_rainbow_brightness = 2;
-var float autocvar_crosshair_color_special_rainbow_delay = 0.1;
+float autocvar_crosshair_color_special_rainbow_brightness = 2;
+float autocvar_crosshair_color_special_rainbow_delay = 0.1;
bool autocvar_crosshair_dot;
float autocvar_crosshair_dot_alpha;
string autocvar_crosshair_dot_color;
-var bool autocvar_crosshair_dot_color_custom = 1;
+bool autocvar_crosshair_dot_color_custom = 1;
float autocvar_crosshair_dot_size;
bool autocvar_crosshair_effect_scalefade;
-var float autocvar_crosshair_effect_time = 0.2;
-var bool autocvar_crosshair_enabled = 1;
+float autocvar_crosshair_effect_time = 0.2;
+bool autocvar_crosshair_enabled = 1;
bool autocvar_crosshair_hitindication;
string autocvar_crosshair_hitindication_color;
string autocvar_crosshair_hitindication_per_weapon_color;
float autocvar_crosshair_hitindication_speed;
bool autocvar_crosshair_hittest;
bool autocvar_crosshair_hittest_blur;
-var float autocvar_crosshair_hittest_scale = 1.25;
+float autocvar_crosshair_hittest_scale = 1.25;
bool autocvar_crosshair_hittest_showimpact;
bool autocvar_crosshair_per_weapon;
float autocvar_crosshair_pickup;
float autocvar_crosshair_ring_minelayer_alpha;
bool autocvar_crosshair_ring_hagar;
float autocvar_crosshair_ring_hagar_alpha;
-var bool autocvar_crosshair_ring_vortex = 1;
-var float autocvar_crosshair_ring_vortex_alpha = 0.15;
-var float autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate = 0.05;
-var float autocvar_crosshair_ring_vortex_currentcharge_scale = 30;
-var float autocvar_crosshair_ring_vortex_inner_alpha = 0.15;
-var float autocvar_crosshair_ring_vortex_inner_color_blue = 0;
-var float autocvar_crosshair_ring_vortex_inner_color_green = 0;
-var float autocvar_crosshair_ring_vortex_inner_color_red = 0.8;
-var bool autocvar_crosshair_ring_arc = 1;
-var vector autocvar_crosshair_ring_arc_hot_color = '1 0 0';
-var float autocvar_crosshair_ring_arc_cold_alpha = 0.2;
-var float autocvar_crosshair_ring_arc_hot_alpha = 0.5;
+bool autocvar_crosshair_ring_vortex = 1;
+float autocvar_crosshair_ring_vortex_alpha = 0.15;
+float autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate = 0.05;
+float autocvar_crosshair_ring_vortex_currentcharge_scale = 30;
+float autocvar_crosshair_ring_vortex_inner_alpha = 0.15;
+float autocvar_crosshair_ring_vortex_inner_color_blue = 0;
+float autocvar_crosshair_ring_vortex_inner_color_green = 0;
+float autocvar_crosshair_ring_vortex_inner_color_red = 0.8;
+bool autocvar_crosshair_ring_arc = 1;
+vector autocvar_crosshair_ring_arc_hot_color = '1 0 0';
+float autocvar_crosshair_ring_arc_cold_alpha = 0.2;
+float autocvar_crosshair_ring_arc_hot_alpha = 0.5;
float autocvar_crosshair_ring_size;
bool autocvar_crosshair_ring_reload;
float autocvar_crosshair_ring_reload_alpha;
float autocvar_g_waypointsprite_scale;
int autocvar_g_waypointsprite_spam;
float autocvar_g_waypointsprite_timealphaexponent;
-var bool autocvar_g_waypointsprite_turrets = true;
-var float autocvar_g_waypointsprite_turrets_maxdist = 5000;
-var bool autocvar_hud_cursormode = true;
+bool autocvar_g_waypointsprite_turrets = true;
+float autocvar_g_waypointsprite_turrets_maxdist = 5000;
+bool autocvar_hud_cursormode = true;
float autocvar_hud_colorflash_alpha;
bool autocvar_hud_configure_checkcollisions;
bool autocvar_hud_configure_grid;
float autocvar_hud_panel_bg_padding;
bool autocvar_hud_panel_centerprint;
float autocvar_hud_panel_centerprint_align;
-var float autocvar_hud_panel_centerprint_fade_in = 0.2;
-var float autocvar_hud_panel_centerprint_fade_out = 0.5;
-var float autocvar_hud_panel_centerprint_fade_subsequent = 1;
-var float autocvar_hud_panel_centerprint_fade_subsequent_passone = 3;
-var float autocvar_hud_panel_centerprint_fade_subsequent_passone_minalpha = 0.5;
-var float autocvar_hud_panel_centerprint_fade_subsequent_passtwo = 10;
-var float autocvar_hud_panel_centerprint_fade_subsequent_passtwo_minalpha = 0.5;
-var float autocvar_hud_panel_centerprint_fade_subsequent_minfontsize = 0.75;
-var float autocvar_hud_panel_centerprint_fade_minfontsize = 0;
+float autocvar_hud_panel_centerprint_fade_in = 0.2;
+float autocvar_hud_panel_centerprint_fade_out = 0.5;
+float autocvar_hud_panel_centerprint_fade_subsequent = 1;
+float autocvar_hud_panel_centerprint_fade_subsequent_passone = 3;
+float autocvar_hud_panel_centerprint_fade_subsequent_passone_minalpha = 0.5;
+float autocvar_hud_panel_centerprint_fade_subsequent_passtwo = 10;
+float autocvar_hud_panel_centerprint_fade_subsequent_passtwo_minalpha = 0.5;
+float autocvar_hud_panel_centerprint_fade_subsequent_minfontsize = 0.75;
+float autocvar_hud_panel_centerprint_fade_minfontsize = 0;
bool autocvar_hud_panel_centerprint_flip;
float autocvar_hud_panel_centerprint_fontscale;
float autocvar_hud_panel_centerprint_time;
int autocvar_hud_panel_weapons_timeout_effect;
float autocvar_hud_panel_weapons_timeout_fadebgmin;
float autocvar_hud_panel_weapons_timeout_fadefgmin;
-var float autocvar_hud_panel_weapons_timeout_speed_in = 0.25;
-var float autocvar_hud_panel_weapons_timeout_speed_out = 0.75;
+float autocvar_hud_panel_weapons_timeout_speed_in = 0.25;
+float autocvar_hud_panel_weapons_timeout_speed_out = 0.75;
vector autocvar_hud_progressbar_acceleration_color;
vector autocvar_hud_progressbar_acceleration_neg_color;
float autocvar_hud_progressbar_alpha;
bool autocvar_scoreboard_accuracy_doublerows;
bool autocvar_scoreboard_accuracy_nocolors;
float autocvar_scoreboard_alpha_bg;
-var float autocvar_scoreboard_alpha_fg = 1.0;
-var float autocvar_scoreboard_alpha_name = 0.9;
-var float autocvar_scoreboard_alpha_name_self = 1;
+float autocvar_scoreboard_alpha_fg = 1.0;
+float autocvar_scoreboard_alpha_name = 0.9;
+float autocvar_scoreboard_alpha_name_self = 1;
float autocvar_scoreboard_bg_scale;
float autocvar_scoreboard_border_thickness;
float autocvar_scoreboard_color_bg_b;
float autocvar_scoreboard_color_bg_r;
float autocvar_scoreboard_color_bg_team;
string autocvar_scoreboard_columns;
-var float autocvar_scoreboard_fadeinspeed = 10;
-var float autocvar_scoreboard_fadeoutspeed = 5;
+float autocvar_scoreboard_fadeinspeed = 10;
+float autocvar_scoreboard_fadeoutspeed = 5;
bool autocvar_scoreboard_highlight;
-var float autocvar_scoreboard_highlight_alpha = 0.10;
-var float autocvar_scoreboard_highlight_alpha_self = 0.25;
+float autocvar_scoreboard_highlight_alpha = 0.10;
+float autocvar_scoreboard_highlight_alpha_self = 0.25;
float autocvar_scoreboard_offset_left;
float autocvar_scoreboard_offset_right;
float autocvar_scoreboard_offset_vertical;
float autocvar_vid_pixelheight;
float autocvar_viewsize;
int autocvar_cl_hitsound;
-var float autocvar_cl_hitsound_min_pitch = 0.75;
-var float autocvar_cl_hitsound_max_pitch = 1.5;
-var float autocvar_cl_hitsound_nom_damage = 25;
+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;
-var int autocvar_cl_eventchase_death = 1;
-var int autocvar_cl_eventchase_nexball = 1;
-var float autocvar_cl_eventchase_distance = 140;
-var float autocvar_cl_eventchase_speed = 1.3;
-var vector autocvar_cl_eventchase_maxs = '12 12 8';
-var vector autocvar_cl_eventchase_mins = '-12 -12 -8';
-var vector autocvar_cl_eventchase_viewoffset = '0 0 20';
+int autocvar_cl_eventchase_death = 1;
+int autocvar_cl_eventchase_nexball = 1;
+float autocvar_cl_eventchase_distance = 140;
+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';
float autocvar_cl_lerpexcess; // TODO: int?
string autocvar__togglezoom;
int autocvar_cl_damageeffect;
float autocvar_cl_deathglow;
bool autocvar_developer_csqcentities;
float autocvar_g_jetpack_attenuation;
-var string autocvar_crosshair_hmg = "";
-var vector autocvar_crosshair_hmg_color = '0.2 1.0 0.2';
-var float autocvar_crosshair_hmg_alpha = 1;
-var float autocvar_crosshair_hmg_size = 1;
-var string autocvar_crosshair_rpc = "";
-var vector autocvar_crosshair_rpc_color = '0.2 1.0 0.2';
-var float autocvar_crosshair_rpc_alpha = 1;
-var float autocvar_crosshair_rpc_size = 1;
+string autocvar_crosshair_hmg = "";
+vector autocvar_crosshair_hmg_color = '0.2 1.0 0.2';
+float autocvar_crosshair_hmg_alpha = 1;
+float autocvar_crosshair_hmg_size = 1;
+string autocvar_crosshair_rpc = "";
+vector autocvar_crosshair_rpc_color = '0.2 1.0 0.2';
+float autocvar_crosshair_rpc_alpha = 1;
+float autocvar_crosshair_rpc_size = 1;
int autocvar_cl_nade_timer;
vector myteamcolors;
entity highlightedPanel_backup;
-var vector panel_pos_backup;
-var vector panel_size_backup;
+vector panel_pos_backup;
+vector panel_size_backup;
-var vector panel_size_copied;
+vector panel_size_copied;
entity panel;
.string panel_name;
.float current_panel_bg_padding;
.float current_panel_fg_alpha;
.float update_time;
-var float panel_enabled;
-var vector panel_pos;
-var vector panel_size;
-var string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use
-var vector panel_bg_color;
-var string panel_bg_color_str;
-var float panel_bg_color_team;
-var string panel_bg_color_team_str;
-var float panel_fg_alpha;
-var float panel_bg_alpha;
-var string panel_bg_alpha_str;
-var float panel_bg_border;
-var string panel_bg_border_str;
-var float panel_bg_padding;
-var string panel_bg_padding_str;
+float panel_enabled;
+vector panel_pos;
+vector panel_size;
+string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use
+vector panel_bg_color;
+string panel_bg_color_str;
+float panel_bg_color_team;
+string panel_bg_color_team_str;
+float panel_fg_alpha;
+float panel_bg_alpha;
+string panel_bg_alpha_str;
+float panel_bg_border;
+string panel_bg_border_str;
+float panel_bg_padding;
+string panel_bg_padding_str;
.void() panel_draw;
entity players;
entity teams;
-var float team_count; // real teams
+float team_count; // real teams
void AuditLists()
{
}
// drawpic wrapper to draw an image as large as possible with preserved aspect ratio into a box
-var float _drawpic_imgaspect;
-var vector _drawpic_imgsize;
-var vector _drawpic_sz;
-var float _drawpic_oldsz;
-var string _drawpic_picpath;
+float _drawpic_imgaspect;
+vector _drawpic_imgsize;
+vector _drawpic_sz;
+float _drawpic_oldsz;
+string _drawpic_picpath;
#define drawpic_aspect(pos,pic,mySize,color,theAlpha,drawflag)\
do {\
_drawpic_imgsize = draw_getimagesize(pic);\
.float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
// should match sv_gameplayfix_fixedcheckwatertransition
-var float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1;
+float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1;
void Movetype_Physics_MatchTicrate(float tr, bool sloppy);
void Movetype_Physics_MatchServer(bool sloppy);
const int RSM_LAST = 2;
entity dropmark;
-var float autocvar_cl_vehicles_hudscale = 0.5;
-var float autocvar_cl_vehicles_hudalpha = 0.75;
+float autocvar_cl_vehicles_hudscale = 0.5;
+float autocvar_cl_vehicles_hudalpha = 0.75;
const string raptor_ico = "gfx/vehicles/raptor.tga";
const string raptor_gun = "gfx/vehicles/raptor_guns.tga";
.float skin; // buff skin
#define REGISTER_BUFF(hname,sname,NAME,bskin,bcolor) \
- var float BUFF_##NAME; \
- var entity Buff_Type##sname; \
+ float BUFF_##NAME; \
+ entity Buff_Type##sname; \
void RegisterBuffs_##sname() \
{ \
BUFF_##NAME = BUFF_LAST * 2; \
// MAKE SURE THIS IS ALWAYS SYNCHRONIZED WITH THE DUMP
// NOTIFICATIONS FUNCTION IN THE .QC FILE!
-#define NOTIF_ADD_AUTOCVAR(name,default) var float autocvar_notification_##name = default;
-
-var float autocvar_notification_show_location = false;
-var string autocvar_notification_show_location_string = ""; //_(" at the %s");
-var float autocvar_notification_show_sprees = true;
-var float autocvar_notification_show_sprees_info = 3; // 0 = off, 1 = target only, 2 = attacker only, 3 = target and attacker
-var float autocvar_notification_show_sprees_info_newline = true;
-var float autocvar_notification_show_sprees_info_specialonly = true;
-var float autocvar_notification_errors_are_fatal = true;
-var float autocvar_notification_lifetime_runtime = 0.5;
-var float autocvar_notification_lifetime_mapload = 10;
-var float autocvar_notification_debug = false;
+#define NOTIF_ADD_AUTOCVAR(name,default) float autocvar_notification_##name = default;
+
+float autocvar_notification_show_location = false;
+string autocvar_notification_show_location_string = ""; //_(" at the %s");
+float autocvar_notification_show_sprees = true;
+float autocvar_notification_show_sprees_info = 3; // 0 = off, 1 = target only, 2 = attacker only, 3 = target and attacker
+float autocvar_notification_show_sprees_info_newline = true;
+float autocvar_notification_show_sprees_info_specialonly = true;
+float autocvar_notification_errors_are_fatal = true;
+float autocvar_notification_lifetime_runtime = 0.5;
+float autocvar_notification_lifetime_mapload = 10;
+float autocvar_notification_debug = false;
#ifdef SVQC
.float FRAG_VERBOSE;
void Notification_GetCvars(void);
-var float autocvar_notification_server_allows_location = 1; // 0 = no, 1 = yes
+float autocvar_notification_server_allows_location = 1; // 0 = no, 1 = yes
#else
-var float autocvar_notification_item_centerprinttime = 1.5;
+float autocvar_notification_item_centerprinttime = 1.5;
// 0 = no, 1 = yes, 2 = forced on for all MSG_INFO notifs
// DISABLED IN CODE, BUT ENABLED IN CONFIG FOR COMPATIBILITY WITH OLD CLIENTS
-var float autocvar_notification_allow_chatboxprint = 0;
+float autocvar_notification_allow_chatboxprint = 0;
-var float autocvar_notification_show_sprees_center = true;
-var float autocvar_notification_show_sprees_center_specialonly = true;
+float autocvar_notification_show_sprees_center = true;
+float autocvar_notification_show_sprees_center_specialonly = true;
#endif
//string autocvar_g_playerstats_uri;
string autocvar_g_playerstats_gamereport_ladder;
-var string autocvar_g_playerstats_gamereport_uri = "http://stats.xonotic.org/stats/submit";
+string autocvar_g_playerstats_gamereport_uri = "http://stats.xonotic.org/stats/submit";
const float PS_B_STATUS_ERROR = -2;
const float PS_B_STATUS_IDLE = -1;
const float PS_B_STATUS_RECEIVED = 1;
const float PS_B_STATUS_UPDATING = 2;
.float playerstats_basicstatus;
-var string autocvar_g_playerstats_playerbasic_uri = "http://stats.xonotic.org";
+string autocvar_g_playerstats_playerbasic_uri = "http://stats.xonotic.org";
void PlayerStats_PlayerBasic(entity joiningplayer, float newrequest);
void PlayerStats_PlayerBasic_CheckUpdate(entity joiningplayer);
const float PS_D_STATUS_IDLE = -1;
const float PS_D_STATUS_WAITING = 0;
const float PS_D_STATUS_RECEIVED = 1;
-var float PlayerStats_PlayerDetail_Status = PS_D_STATUS_IDLE;
-var string autocvar_g_playerstats_playerdetail_uri = "http://stats.xonotic.org/player/me";
-var float autocvar_g_playerstats_playerdetail_autoupdatetime = 1800; // automatically update every 30 minutes anyway
+float PlayerStats_PlayerDetail_Status = PS_D_STATUS_IDLE;
+string autocvar_g_playerstats_playerdetail_uri = "http://stats.xonotic.org/player/me";
+float autocvar_g_playerstats_playerdetail_autoupdatetime = 1800; // automatically update every 30 minutes anyway
void PlayerStats_PlayerDetail(void);
void PlayerStats_PlayerDetail_CheckUpdate(void);
void PlayerStats_PlayerDetail_Handler(entity fh, entity p, float status);
#define string_null nil
#else
var void func_null(void);
-var string string_null;
+string string_null;
#endif
float float2range11(float f);
float float2range01(float f);
// color code replace, place inside of sprintf and parse the string... defaults described as constants
// foreground/normal colors
-var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
-var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
-var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
-var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
+string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
+string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
+string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
+string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
// "kill" colors
-var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
-var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
-var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
+string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
+string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
+string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
// background color
-var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
+string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
string CCR(string input);
}
#endif
#ifdef CSQC
-var float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
+float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
float W_Vortex(float req)
{
switch(req)
* IN THE SOFTWARE.
*/
-var float autocvar_cl_lerpanim_maxdelta_framegroups = 0.1;
-var float autocvar_cl_nolerp = 0;
+float autocvar_cl_lerpanim_maxdelta_framegroups = 0.1;
+float autocvar_cl_nolerp = 0;
.float csqcmodel_lerpfrac;
.float csqcmodel_lerpfrac2;
* IN THE SOFTWARE.
*/
-var float autocvar_cl_movement_errorcompensation = 0;
+float autocvar_cl_movement_errorcompensation = 0;
// engine stuff
const int REFDEFFLAG_TELEPORTED = 1;
#define SKINBEGIN
-#define SKINVECTOR(name,def) var vector SKIN##name = def
-#define SKINFLOAT(name,def) var float SKIN##name = def
+#define SKINVECTOR(name,def) vector SKIN##name = def
+#define SKINFLOAT(name,def) float SKIN##name = def
//#define SKINSTRING(name,def) const string SKIN##name = def
-#define SKINSTRING(name,def) var string SKIN##name = def
+#define SKINSTRING(name,def) string SKIN##name = def
#define SKINEND
#include "skin-customizables.inc"
#undef SKINEND
const float MAX_KEYBINDS = 256;
string Xonotic_KeyBinds_Functions[MAX_KEYBINDS];
string Xonotic_KeyBinds_Descriptions[MAX_KEYBINDS];
-var float Xonotic_KeyBinds_Count = -1;
+float Xonotic_KeyBinds_Count = -1;
void Xonotic_KeyBinds_Read()
{
#define SLIST_CATEGORY_AUTOCVAR(name) autocvar_menu_slist_categories_##name##_override
#define SLIST_CATEGORY(name,enoverride,dioverride,str) \
float name; \
- var string SLIST_CATEGORY_AUTOCVAR(name) = enoverride;
+ string SLIST_CATEGORY_AUTOCVAR(name) = enoverride;
SLIST_CATEGORIES
#undef SLIST_CATEGORY
if (!me.cvarName)
return;
- var float n = tokenize_console(me.cvarName);
- var string s = cvar_string(argv(0));
+ float n = tokenize_console(me.cvarName);
+ string s = cvar_string(argv(0));
float i;
for(i = 1; i < n; ++i)
s = strcat(s, " ", cvar_string(argv(i)));
if(me.value >= 0 && me.value < me.nValues)
{
- var float n = tokenize_console(me.cvarName);
+ float n = tokenize_console(me.cvarName);
if(n == 1)
{
// this is a special case to allow spaces in the identifiers
else
{
float i;
- var float m = tokenize_console(strcat(me.cvarName, " ", me.getIdentifier(me)));
+ float m = tokenize_console(strcat(me.cvarName, " ", me.getIdentifier(me)));
if(m == n + 1)
{
for(i = 0; i < n; ++i)
string campaign_name_previous;
float campaign_won_previous;
#ifdef WATERMARK
-var string autocvar_menu_watermark = WATERMARK;
+string autocvar_menu_watermark = WATERMARK;
#else
-var string autocvar_menu_watermark = "";
+string autocvar_menu_watermark = "";
#endif
void postMenuDraw()
{
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
-var float autocvar_g_movement_highspeed = 1;
+float autocvar_g_movement_highspeed = 1;
float autocvar_g_multijump;
float autocvar_g_multijump_add;
float autocvar_g_multijump_speed;
float autocvar_spawn_debug;
float autocvar_speedmeter;
float autocvar_sv_accelerate;
-var float autocvar_sv_accuracy_data_share = 1;
+float autocvar_sv_accuracy_data_share = 1;
string autocvar_sv_adminnick;
float autocvar_sv_airaccel_qw;
float autocvar_sv_airaccel_qw_stretchfactor;
// 2 = game over
// 3 = waiting for VS players
-var float tet_high_score = 0;
+float tet_high_score = 0;
const vector TET_START_PIECE_POS = '5 1 0';
const float TET_LINES = 22;
bastet_profile_evaluate_time = 0;
bastet_profile_checkmetrics_time = 0;
- var float t1 = gettime(GETTIME_HIRES);
+ float t1 = gettime(GETTIME_HIRES);
b = buf_create(); bastet_piece[0] = 1; bastet_score[0] = BastetSearch(b, 1, TET_START_PIECE_POS_x, 1+TET_START_PIECE_POS_y, TET_START_PIECE_POS_y, TET_WIDTH) + 100 * random() + bastet_piecetime[0]; buf_del(b);
b = buf_create(); bastet_piece[1] = 2; bastet_score[1] = BastetSearch(b, 2, TET_START_PIECE_POS_x, 1+TET_START_PIECE_POS_y, TET_START_PIECE_POS_y, TET_WIDTH) + 100 * random() + bastet_piecetime[1]; buf_del(b);
b = buf_create(); bastet_piece[5] = 6; bastet_score[5] = BastetSearch(b, 6, TET_START_PIECE_POS_x, 1+TET_START_PIECE_POS_y, TET_START_PIECE_POS_y, TET_WIDTH) + 100 * random() + bastet_piecetime[5]; buf_del(b);
b = buf_create(); bastet_piece[6] = 7; bastet_score[6] = BastetSearch(b, 7, TET_START_PIECE_POS_x, 1+TET_START_PIECE_POS_y, TET_START_PIECE_POS_y, TET_WIDTH) + 100 * random() + bastet_piecetime[6]; buf_del(b);
- var float t2 = gettime(GETTIME_HIRES);
+ float t2 = gettime(GETTIME_HIRES);
dprintf("Time taken: %.6f seconds (of this, ev = %.2f%%, cm = %.2f%%)\n", t2 - t1, 100 * bastet_profile_evaluate_time / (t2 - t1), 100 * bastet_profile_checkmetrics_time / (t2 - t1));
// sort
float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still needs done?
{
- var float i = weaponinfo.weapon;
- var float d = 0;
+ float i = weaponinfo.weapon;
+ float d = 0;
if (!i)
return 0;
if(!g_cts && (weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED)) // never default mutator blocked guns
d = 0;
- var float t = weaponinfo.weaponstartoverride;
+ float t = weaponinfo.weaponstartoverride;
//print(strcat("want_weapon: ", weaponinfo.netname, " - d: ", ftos(d), ", t: ", ftos(t), ". \n"));
float autocvar_g_onslaught_spawn_at_controlpoints;
float autocvar_g_onslaught_spawn_at_generator;
float autocvar_g_onslaught_cp_proxydecap;
-var float autocvar_g_onslaught_cp_proxydecap_distance = 512;
-var float autocvar_g_onslaught_cp_proxydecap_dps = 100;
+float autocvar_g_onslaught_cp_proxydecap_distance = 512;
+float autocvar_g_onslaught_cp_proxydecap_dps = 100;
void onslaught_generator_updatesprite(entity e);
void onslaught_controlpoint_updatesprite(entity e);
#ifdef CSQC
-var float autocvar_cl_animate_items = 1;
-var float autocvar_cl_ghost_items = 0.45;
-var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-var float autocvar_cl_fullbright_items = 0;
-var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
-var float autocvar_cl_weapon_stay_alpha = 0.75;
-var float autocvar_cl_simple_items = 0;
-var string autocvar_cl_simpleitems_postfix = "_simple";
+float autocvar_cl_animate_items = 1;
+float autocvar_cl_ghost_items = 0.45;
+vector autocvar_cl_ghost_items_color = '-1 -1 -1';
+float autocvar_cl_fullbright_items = 0;
+vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+float autocvar_cl_weapon_stay_alpha = 0.75;
+float autocvar_cl_simple_items = 0;
+string autocvar_cl_simpleitems_postfix = "_simple";
.float spawntime;
.float gravity;
.vector colormod;
float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
-var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
+float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
float autocvar_g_vehicle_bumblebee_blowup_coredamage;
float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
-var vector autocvar_g_vehicle_bumblebee_bouncepain;
+vector autocvar_g_vehicle_bumblebee_bouncepain;
-var float autocvar_g_vehicle_bumblebee = 0;
+float autocvar_g_vehicle_bumblebee = 0;
float bumble_raygun_send(entity to, float sf);
float autocvar_g_vehicles_delayspawn;
float autocvar_g_vehicles_delayspawn_jitter;
-var float autocvar_g_vehicles_vortex_damagerate = 0.5;
-var float autocvar_g_vehicles_machinegun_damagerate = 0.5;
-var float autocvar_g_vehicles_rifle_damagerate = 0.75;
-var float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
-var float autocvar_g_vehicles_tag_damagerate = 5;
+float autocvar_g_vehicles_vortex_damagerate = 0.5;
+float autocvar_g_vehicles_machinegun_damagerate = 0.5;
+float autocvar_g_vehicles_rifle_damagerate = 0.75;
+float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
+float autocvar_g_vehicles_tag_damagerate = 5;
float autocvar_g_vehicles;
vehicles_enter();
}
-var float autocvar_g_vehicles_allow_bots = 0;
+float autocvar_g_vehicles_allow_bots = 0;
void vehicles_enter()
{
// Remove this when bots know how to use vehicles
}
#ifndef KEEP_ROLL
-var float autocvar_cl_rollkillspeed = 10;
+float autocvar_cl_rollkillspeed = 10;
#endif
void WarpZone_FixView()
{
}
.vector(vector, vector) camera_transform;
-var float autocvar_cl_warpzone_usetrace = 1;
+float autocvar_cl_warpzone_usetrace = 1;
vector WarpZone_camera_transform(vector org, vector ang)
{
vector vf, vr, vu;