Nuclide
Software Development Kit for id Tech
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#include "../shared/entityDef.h"
#include "text.h"
#include "textmenu.h"
#include "font.h"
#include "fade.h"
#include "cmd.h"
#include "util.h"
#include "NSView.h"
#include "NSRadar.h"
#include "crosshair.h"
Go to the source code of this file.
Macros | |
#define | PRINTFLAG(x) |
#define | READENTITY_BYTE(field, changedflag) |
#define | READENTITY_SHORT(field, changedflag) |
#define | READENTITY_FLOAT(field, changedflag) |
#define | READENTITY_INT(field, changedflag) |
#define | READENTITY_STRING(field, changedflag) |
#define | READENTITY_COORD(field, changedflag) |
#define | READENTITY_ANGLE(field, changedflag) |
#define | READENTITY_ENTITY(field, changedflag) |
#define | READENTITY_ENTNUM(field, changedflag) |
#define | READENTITY_COLOR(field, changedflag) |
#define | READENTITY_MODELINDEX(field, changedflag) |
#define | PRINT_LOW 0 |
#define | PRINT_MEDIUM 1 |
#define | PRINT_HIGH 2 |
#define | PRINT_CHAT 3 |
Enumerations | |
enum | movementStance_t { STANCE_DEFAULT = 0 , STANCE_CROUCH = 1 , STANCE_PRONE = 2 } |
Functions | |
bool | Util_IsFocused (void) |
int | Util_GetMaxPlayers (void) |
string (string modelname, int frame, float frametime) spriteframe | |
void | CSQC_UpdateSeat (void) |
Updates our seat pointers. More... | |
void | drawstring_r (vector p, string t, vector s, vector c, float a, float f) |
Like drawstring() but aligns text to the right from the specified screen coordinates. More... | |
void | GameMessage_Setup (string, int) |
void | View_SetMuzzleflash (int) |
void | Event_Callback (float mtime, __inout float btime) |
void | View_AddEvent (void(void) pCallback, float flTime) |
void | View_PlayAnimation (int) |
void | View_EnableViewmodel (void) |
void | View_DisableViewmodel (void) |
void | View_SetViewmodelSkin (float) |
void | drawrect (vector pos, vector sz, float thickness, vector rgb, float al, optional float dfl) |
Draws a non-filled rectangle with a specified outline. More... | |
void | drawpic3d (vector worldpos, string mat, vector sz, vector rgb, float alpha) |
Like drawpic, but instead of screen coords, it will take world coords. More... | |
void | drawcone (vector vecOrigin, vector vecAngle, int iDivisions, float flLength, float flRadius, vector vecColor, float flAlpha) |
Draws a (debug) cone in 3D space. More... | |
void | precache_cubemap (string path) |
Like precache_pic, but will precache sky/cube map images (_bk, _dn etc.) More... | |
#define PRINT_CHAT 3 |
#define PRINT_HIGH 2 |
#define PRINT_LOW 0 |
#define PRINT_MEDIUM 1 |
#define PRINTFLAG | ( | x | ) |
#define READENTITY_ANGLE | ( | field, | |
changedflag | |||
) |
#define READENTITY_BYTE | ( | field, | |
changedflag | |||
) |
#define READENTITY_COLOR | ( | field, | |
changedflag | |||
) |
#define READENTITY_COORD | ( | field, | |
changedflag | |||
) |
#define READENTITY_ENTITY | ( | field, | |
changedflag | |||
) |
#define READENTITY_ENTNUM | ( | field, | |
changedflag | |||
) |
#define READENTITY_FLOAT | ( | field, | |
changedflag | |||
) |
#define READENTITY_INT | ( | field, | |
changedflag | |||
) |
#define READENTITY_MODELINDEX | ( | field, | |
changedflag | |||
) |
#define READENTITY_SHORT | ( | field, | |
changedflag | |||
) |
#define READENTITY_STRING | ( | field, | |
changedflag | |||
) |
enum movementStance_t |
Updates our seat pointers.
Call this when you need to verify we're getting the current player's info and not someone elses on the same machine (splitscreen).
void drawcone | ( | vector | vecOrigin, |
vector | vecAngle, | ||
int | iDivisions, | ||
float | flLength, | ||
float | flRadius, | ||
vector | vecColor, | ||
float | flAlpha | ||
) |
Draws a (debug) cone in 3D space.
Like drawpic, but instead of screen coords, it will take world coords.
Will project the 2D image relative to the active NSView that we're currently rendering in (g_view). So it may only be called within certain contexts.
Draws a non-filled rectangle with a specified outline.
Like drawstring() but aligns text to the right from the specified screen coordinates.
Like precache_pic, but will precache sky/cube map images (_bk, _dn etc.)
string | ( | string | modelname, |
int | frame, | ||
float | frametime | ||
) |
int Util_GetMaxPlayers | ( | void | ) |
bool Util_IsFocused | ( | void | ) |
void View_PlayAnimation | ( | int | iSequence | ) |
void View_SetMuzzleflash | ( | int | index | ) |
var float autocvar_cg_hudAspect = 0.0f |
var int autocvar_cg_viewmodelFlip = FALSE |
var float autocvar_cg_viewmodelFov = 90.0f |
var vector autocvar_cg_viewmodelOffset = [0,0,0] |
var int autocvar_cg_viewmodelPass = 0 |
var float autocvar_cg_viewmodelScale = 1.0f |
var vector autocvar_con_color = [255,150,0] |
var float autocvar_in_zoomSensitivity = 1.0f |
var bool autocvar_pm_crouchToggle = false |
var int autocvar_pm_stairSmoothing = TRUE |
var int autocvar_pm_thirdPerson = FALSE |
var vector autocvar_vgui_color = [255,170,0] |
float clframetime |
font_s FONT_16 |
font_s FONT_20 |
font_s FONT_CON |
var bool g_cheats = false |
var bool g_client_world_loaded = false |
var bool g_dlight_cached = false |
var bool g_focus |
var vector g_hudmins |
var vector g_hudres |
int g_iIntermission |
var bool g_net_debug = false |
var int g_numplayerslots |
var NSRadar g_overview |
struct { ... } g_seats[4] |
var float g_shellchromeshader |
var float g_shellchromeshader_cull |
var vector g_vecMousePos |
vector g_vidsize |
bool m_bInterfaceFocused |
bool m_bMoveForward |
bool m_bSpecInput |
movementStance_t m_dForceStance |
entity m_eMuzzleflash |
entity m_eMuzzleflashL |
entity m_ePlayer |
entity m_eViewModel |
entity m_eViewModelL |
float m_flCameraTime |
float m_flCenterprintAlpha |
float m_flCenterprintTime |
float m_flDamageAlpha |
float m_flEventFrame |
float m_flEventMdl |
float m_flEventTime |
float m_flFadeAlpha |
float m_flFadeDuration |
float m_flFadeHold |
float m_flFadeMaxAlpha |
float m_flFadeStyle |
float m_flFadeTime |
float m_flHUDWeaponSelectTime |
float m_flInputBlockTime |
float m_flLeaning |
float m_flPredictedFlags |
float m_flPrintTime |
float m_flShakeAmp |
float m_flShakeDuration |
float m_flShakeFreq |
float m_flShakeTime |
float m_flSprintLerp |
float m_flVehTransition |
float m_flZoomTime |
float m_iCenterprintLines |
int m_iDamageFlags |
int m_iEventWeapon |
int m_iFadeActive |
int m_iHUDWeaponSelected |
bool m_iInputAttack |
bool m_iInputAttack2 |
bool m_iInputDuck |
bool m_iInputJump |
bool m_iInputProne |
bool m_iInputReload |
bool m_iInputSprint |
bool m_iInputUse |
int m_iLastWeapon |
int m_iLeanDir |
int m_iOldWeapon |
int m_iPrintLines |
int m_iSaturnMenu |
int m_iScoresVisible |
int m_iSelectedWeapon |
int m_iSprinting |
int m_iVMBones |
int m_iVMBonesL |
int m_iZoomed |
string m_strCenterprintBuffer[18] |
string m_strPrintBuffer[5] |
vector m_vecCameraAngle |
vector m_vecCameraOrigin |
vector m_vecDamagePos |
vector m_vecFadeColor |
vector m_vecLag |
vector m_vecPredictedOrigin |
vector m_vecPredictedOriginOld |
vector m_vecPredictedVelocity |
vector m_vecVehEntry |
const float MASK_GLOWS = 16 |
vector mouse_pos |
var float PART_BURNING |
var float PART_DUSTMOTE |
struct { ... } * pSeat[4] |
vector video_mins |