66#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
68#define lowpass(value, frac, ref_store, ret) \
69 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
71#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
72 float __ignore; lowpass(value, frac, ref_store, __ignore); \
73 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
76#define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
77 float __f = 0; lowpass(value, frac, ref_store, __f); \
78 ret = (value) - __f; \
81#define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
82 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
83 ret = (value) - __f; \
86#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
87 lowpass(value.x, frac, ref_store.x, ref_out.x); \
88 lowpass(value.y, frac, ref_store.y, ref_out.y); \
91#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
92 highpass(value.x, frac, ref_store.x, ref_out.x); \
93 highpass(value.y, frac, ref_store.y, ref_out.y); \
96#define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
97 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
98 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
101#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
102 lowpass(value.x, frac, ref_store.x, ref_out.x); \
103 lowpass(value.y, frac, ref_store.y, ref_out.y); \
104 lowpass(value.z, frac, ref_store.z, ref_out.z); \
107#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
108 highpass(value.x, frac, ref_store.x, ref_out.x); \
109 highpass(value.y, frac, ref_store.y, ref_out.y); \
110 highpass(value.z, frac, ref_store.z, ref_out.z); \
120 static vector vel_average;
121 static vector gunorg_adjustment_highpass;
122 static vector gunorg_adjustment_lowpass;
129 vector forward, right, up;
131 vel.x = view.velocity * forward;
132 vel.y = view.velocity * right * -1;
133 vel.z = view.velocity * up;
141 lowpass3(vel, frac, vel_average, gunorg);
148 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
150 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
155 vector forward, right, up;
157 fixed_gunorg.x = gunorg * forward;
158 fixed_gunorg.y = gunorg * right * -1;
159 fixed_gunorg.z = gunorg * up;
160 gunorg = fixed_gunorg;
170 vector gunangles =
'0 0 0';
171 static vector gunangles_prev =
'0 0 0';
172 static vector gunangles_highpass =
'0 0 0';
173 static vector gunangles_adjustment_highpass;
174 static vector gunangles_adjustment_lowpass;
176 if (view.csqcmodel_teleported)
180 gunangles_highpass += gunangles_prev;
187 gunangles_highpass -= gunangles_prev;
194 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
196 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
198 gunangles.x = -gunangles.x;
206 static bool oldonground;
207 static float hitgroundtime;
214 oldonground = clonground;
219 static float bobmodel_scale = 0;
220 static float time_ofs = 0;
221 static float avg_xyspeed = 0;
224 if (
time - hitgroundtime > 0.05)
225 bobmodel_scale =
min(1, bobmodel_scale +
frametime * 5);
228 bobmodel_scale =
max(0, bobmodel_scale -
frametime * 5);
234 const float avg_time = 0.1;
236 avg_xyspeed = frac * xyspeed + (1 - frac) * avg_xyspeed;
243 if (avg_xyspeed < 400)
246 float bspeed = avg_xyspeed * 0.01 * bobmodel_scale;
299 float a = (amin >= amax) ? amax :
bound(amin, this.
m_alpha, amax);
302 int wepskin = this.
m_skin;
304 if (invehicle) a = -1;
312 for (
entity e =
this; e; e = e.weaponchild)
317 e.colormap = 256 + c;
319 e.csqcmodel_effects = fx;
340 float rate =
STAT(WEAPONRATEFACTOR);
343 else switch (this.
state)
362 this.angles_x = (-90 * f * f);
365 setorigin(
this, this.
origin);
375 vec = cs_project(vec);
381 return screen_pos.z >= 0
432 if (wepent.switchweapon != wepent.activeweapon)
434 Weapon wep = wepent.activeweapon;
440 if (!ignore_spectatorbutton_zoom)
467 if (bInputType == 2 || bInputType == 3)
471 bool key_pressed = (bInputType == 0);
490 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
491 float velocityzoom, curspeed;
497 if(zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
569 if(zoomsensitivity < 1)
572 setsensitivityscale(1);
580 vector forward, right, up;
588 case 3: curspeed =
max(0, forward * v);
break;
589 case 2: curspeed = (forward * v);
break;
590 case 1:
default: curspeed =
vlen(v);
break;
603 float frustumx, frustumy, fovx, fovy;
606 fovx = atan2(frustumx, 1) * (360 /
M_PI);
607 fovy = atan2(frustumy, 1) * (360 /
M_PI);
609 return '1 0 0' * fovx +
'0 1 0' * fovy;
614 float frustumy = tan(fov * (
M_PI / 360)) * 0.75;
616 float fovx = atan2(frustumx, 1) * (360 /
M_PI);
617 float fovy = atan2(frustumy, 1) * (360 /
M_PI);
618 return '1 0 0' * fovx +
'0 1 0' * fovy;
627 fovx = atan2(width/2, distance_to_middle_of_world) /
M_PI * 360.0;
628 fovy = atan2(
height/2, distance_to_middle_of_world) /
M_PI * 360.0;
629 return '1 0 0' * fovx +
'0 1 0' * fovy;
657 static int waiting_CAMERA_SPECTATOR_update;
658 static bool camera_spectator_3rd_person;
665 if (
STAT(CAMERA_SPECTATOR) == 1)
667 if (!waiting_CAMERA_SPECTATOR_update)
670 waiting_CAMERA_SPECTATOR_update = 1;
673 else waiting_CAMERA_SPECTATOR_update = 0;
674 camera_spectator_3rd_person =
true;
680 if (
STAT(CAMERA_SPECTATOR) >= 1)
682 if (waiting_CAMERA_SPECTATOR_update !=
STAT(CAMERA_SPECTATOR))
685 waiting_CAMERA_SPECTATOR_update =
STAT(CAMERA_SPECTATOR);
690 waiting_CAMERA_SPECTATOR_update = 0;
691 camera_spectator_3rd_person =
false;
699 if(
STAT(CAMERA_SPECTATOR))
703 if(!camera_spectator_3rd_person)
706 camera_spectator_3rd_person =
true;
710 else if(camera_spectator_3rd_person)
713 camera_spectator_3rd_person =
false;
719 else if(camera_spectator_3rd_person)
722 camera_spectator_3rd_person =
false;
740 if(want_vehiclechase)
774 float vehicle_viewdist = 0;
775 vector vehicle_viewofs =
'0 0 0';
782 vehicle_viewdist = info.
height;
784 if(vehicle_viewdist < 0)
785 vehicle_chase =
false;
788 vehicle_chase =
false;
794 vector current_view_origin_override =
'0 0 0';
795 vector view_offset_override =
'0 0 0';
796 float chase_distance_override = 0;
798 if(custom_eventchase)
802 chase_distance_override =
M_ARGV(0,
float);
808 if (custom_eventchase)
809 current_view_origin = current_view_origin_override;
816 view_offset = vehicle_viewofs;
820 if (custom_eventchase)
821 view_offset = view_offset_override;
840 chase_distance = vehicle_viewdist;
844 if (custom_eventchase)
845 chase_distance = chase_distance_override;
852 vector forward, right, up;
893 static float damage_total_prev = 0;
894 float damage_total =
STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
896 damage_total_prev = damage_total;
898 static float damage_dealt_time_prev = 0;
899 float damage_dealt_time =
STAT(HIT_TIME);
900 if (damage_dealt_time != damage_dealt_time_prev)
905 damage_dealt_time_prev = damage_dealt_time;
908 static float spectatee_status_prev = 0;
918 bool have_arc =
false;
923 if(wepent.activeweapon == WEP_ARC)
927 static float hitsound_time_prev = 0;
934 float pitch_shift = 1;
942 pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
947 float mirror_value = (a-b)/2 + b;
948 pitch_shift = mirror_value + (mirror_value - pitch_shift);
960 hitsound_time_prev =
time;
963 static float typehit_time_prev = 0;
964 float typehit_time =
STAT(TYPEHIT_TIME);
968 typehit_time_prev = typehit_time;
971 static float kill_time_prev = 0;
972 float kill_time =
STAT(KILL_TIME);
976 kill_time_prev = kill_time;
996 float alpha_multipl =
M_ARGV(1,
float);
997 if (alpha_multipl > 0)
1012 else if(
STAT(CAPTURE_PROGRESS))
1017 else if(
STAT(REVIVE_PROGRESS))
1119 vector tc_00, tc_01, tc_10, tc_11;
1138 tc_00 =
'0 0 0' +
'0.2 0 0' *
sin(
time * 0.3) +
'0 0.3 0' *
cos(
time * 0.7);
1139 tc_01 =
'0 2.25 0' +
'0.6 0 0' *
cos(
time * 1.2) -
'0 0.3 0' *
sin(
time * 2.2);
1140 tc_10 =
'1.5 0 0' -
'0.2 0 0' *
sin(
time * 0.5) +
'0 0.5 0' *
cos(
time * 1.7);
1142 tc_11 = tc_01 + tc_10 - tc_00;
1144 R_PolygonVertex(
'0 0 0', tc_00, rgb, a);
1156 tc_11 = tc_01 + tc_10 - tc_00;
1158 R_PolygonVertex(
'0 0 0', tc_00, rgb, a);
1173 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1198 liquidcolor =
'0 0 0';
1242 vector splash_pos =
'0 0 0', splash_size =
'0 0 0';
1248 float myhealth_flash_temp;
1256 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1261 if(pain_threshold_lower &&
myhealth < pain_threshold_lower_health)
1273 myhealth_flash_temp = 0;
1284 myhealth_flash_temp = 0;
1303 if(myhealth_flash_temp > 0)
1306 else if(myhealth_flash_temp > 0)
1330 bool want_postprocessing =
false;
1334 if(
cvar(
"r_glsl_postprocess_uservec1_enable") != e1) {
cvar_set(
"r_glsl_postprocess_uservec1_enable",
ftos(e1)); }
1335 if(
cvar(
"r_glsl_postprocess_uservec2_enable") != e2) {
cvar_set(
"r_glsl_postprocess_uservec2_enable",
ftos(e2)); }
1348 want_postprocessing =
true;
1350 else if(
cvar_string(
"r_glsl_postprocess_uservec1") !=
"0 0 0 0")
1352 cvar_set(
"r_glsl_postprocess_uservec1",
"0 0 0 0");
1358 float sharpen_intensity = 0;
1359 FOREACH(StatusEffects, it.instanceOfPowerupStatusEffect,
1361 float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
1362 if(powerup_finished > 0)
1363 sharpen_intensity += powerup_finished;
1366 sharpen_intensity =
bound(0, ((
STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5);
1375 want_postprocessing =
true;
1377 else if(
cvar_string(
"r_glsl_postprocess_uservec2") !=
"0 0 0 0")
1379 cvar_set(
"r_glsl_postprocess_uservec2",
"0 0 0 0");
1383 if (want_postprocessing)
1385 if(
cvar(
"r_glsl_postprocess") == 0)
1386 cvar_set(
"r_glsl_postprocess",
"2");
1390 if(
cvar(
"r_glsl_postprocess") == 2)
1391 cvar_set(
"r_glsl_postprocess",
"0");
1430 cvar_set(
"cl_demo_mousegrab",
"0");
1445 cvar_set(
"cl_demo_mousegrab",
"1");
1455 if(
time > blurtest_time0 &&
time < blurtest_time1)
1457 float t = (
time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1458 float r = t * blurtest_radius;
1459 float f = 1 / (t ** blurtest_power) - 1;
1461 cvar_set(
"r_glsl_postprocess",
"1");
1466 cvar_set(
"r_glsl_postprocess",
"0");
1467 cvar_set(
"r_glsl_postprocess_uservec1",
"0 0 0 0");
1474 float is_dead = (
STAT(HEALTH) <= 0);
1527 if(wepent.last_switchweapon != wepent.switchweapon)
1530 wepent.last_switchweapon = wepent.switchweapon;
1543 if(wepent.last_activeweapon != wepent.activeweapon)
1545 wepent.last_activeweapon = wepent.activeweapon;
1547 entity e = wepent.activeweapon;
1551 localcmd(
"\ncl_hook_activeweapon none\n");
1592 float ov_furthest = 0;
1627 LOG_INFOF(
"OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1660 setproperty(
VF_FOV, fov);
1665 TC(
int, w);
TC(
int, h);
1682 cvar_set(
"_hud_showbinds_reload",
"0");
1727 local_player =
this;
1790 int gamecount =
cvar(
"cl_matchcount");
1798 localcmd(
"\ncl_hook_gameintermission\n");
1803 localcmd(
"\ncl_hook_demointermission\n");
1823 setproperty(
VF_SIZE, vf_size);
1824 setproperty(
VF_MIN, vf_min);
1868 cvar_set(
"_scoreboard_team_selection",
"0");
1887 setproperty(
VF_MIN,
'0 0 0');
1888 setproperty(
VF_SIZE,
'1 0 0' * w +
'0 1 0' * h);
1898 float speed, attenuation, dimensions;
1945 attenuation = 1 /
max(1, attenuation);
void anim_update(entity e)
Update e.frame based on its animstate relative to time.
void anim_set(entity e, vector anim, bool looping, bool override, bool restart)
bool animstate_override
true for one cycle, then changed to false
bool animstate_looping
whether to repeat
const int ANIMIMPLICITSTATE_INAIR
#define MUTATOR_CALLHOOK(id,...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void HUD_Minigame_Mouse()
bool HUD_MinigameMenu_IsOpened()
void CSQCPlayer_SetCamera()
Called once per CSQC_UpdateView()
float height
vehicle 3rd person view distance
vector view_ofs
vehicle 3rd person view offset
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
string mdl
M: modelname : name of model (without g_ v_ or h_ prefixes)
virtual void wr_zoomdir()
(CLIENT) check whether the weapon should zoom (special handling)
virtual void wr_viewmodel()
(CLIENT) weapon specific view model
void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag)
void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag)
#define drawpic(position, pic, size, rgb, alpha, flag)
#define drawfill(position, size, rgb, alpha, flag)
void Welcome_Message_Show_Try()
float spectatee_status_changed_time
bool autocvar_cl_unpress_zoom_on_death
IntrusiveList g_drawables
bool autocvar_cl_unpress_zoom_on_weapon_switch
bool autocvar_cl_unpress_attack_on_weapon_switch
float chase_active_backup
IntrusiveList g_damagetext
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data
const int HOOK_INTERMISSION
bool autocvar__hud_showbinds_reload
bool spectatorbutton_zoom
bool ignore_list_apply_time
float current_zoomfraction
IntrusiveList g_drawables_2d
#define PHYS_INPUT_BUTTON_ZOOM(s)
#define PHYS_INPUT_BUTTON_ATCK2(s)
void execute_next_frame()
float cvar_settemp(string tmp_cvar, string tmp_value)
#define COMPARE_INCREASING(to, from)
const int HUD_BUMBLEBEE_GUN
const int SERVERFLAG_ALLOW_FULLBRIGHT
void DrawReticle(entity this)
void HUD_Crosshair(entity this)
const float VF_DRAWENGINESBAR
const float DRAWFLAG_NORMAL
const float DRAWFLAG_ADDITIVE
const float CONTENT_WATER
const float EF_FULLBRIGHT
const float VF_MINFPS_QUALITY
const float DRAWFLAG_MODULATE
const float EF_NODEPTHTEST
const float VF_DRAWCROSSHAIR
const float MASK_ENGINEVIEWMODELS
const float CONTENT_SLIME
void CSQCModel_Effects_Apply(entity this)
#define MAKE_VECTORS(angles, forward, right, up)
Same as the makevectors builtin but uses the provided locals instead of the v_* globals.
entity CSQCModel_server2csqc(int i)
int entcs_GetClientColors(int i)
void draw_cursor_normal(vector pos, vector col, float a)
void draw_cursor(vector pos, vector ofs, string img, vector col, float a)
float autocvar__menu_alpha
bool QuickMenu_IsOpened()
bool autocvar_hud_cursormode
vector cl_followmodel_ofs
float cl_followmodel_time
bool HUD_Radar_Clickable()
bool autocvar__hud_configure
void Impulse_Send(entity imp)
ERASEABLE void IL_ENDFRAME()
#define IL_EACH(this, cond, body)
#define FOREACH(list, cond, body)
noref float vid_conheight
#define WriteHeader(to, id)
const int REPLICATEVARS_CHECK
void stats_get()
Get all stats and store them as globals, access with STAT(ID)
void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
vector WarpZone_TransformVAngles(entity wz, vector ang)
void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
entity WarpZone_trace_transform
ERASEABLE void db_close(int db)
ERASEABLE int db_create()
const int VIEWLOC_FREEAIM
ERASEABLE float float2range11(float f)
continuous function mapping all reals into -1..1
ERASEABLE float almost_equals(float a, float b)
ERASEABLE float map_bound_ranges(float value, float src_min, float src_max, float dest_min, float dest_max)
Same as map_ranges except that values outside the source range are clamped to min or max.
void TargetMusic_Advance()
ERASEABLE float Noise_Pink(entity e, float dt)
ERASEABLE float Noise_White(entity e, float dt)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void Local_Notification_Queue_Process()
void ReplicateVars(bool would_destroy)
#define REGISTRY_GET(id, i)
bool Scoreboard_WouldDraw()
void Scoreboard_UI_Enable(int mode)
bool autocvar__scoreboard_team_selection
void Draw_ShowNames_All()
#define sound(e, c, s, v, a)
#define STATIC_INIT(func)
during worldspawn
bool StatusEffects_active(StatusEffect this, entity actor)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
void HUD_Draw(entity this)
bool autocvar_cl_followmodel_velocity_absolute
float autocvar_cl_leanmodel_lowpass
#define highpass2_limited(value, frac, limit, ref_store, ref_out)
vector current_camera_offset
float autocvar_cl_followmodel_limit
float autocvar_cl_viewmodel_alpha_min
const float MAX_ZOOMFACTOR
void ViewLocation_Mouse()
bool View_SpectatorCamera()
#define highpass2(value, frac, ref_store, ref_out)
vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
float autocvar_cl_leanmodel
void calc_followmodel_ofs(entity view)
entity nightvision_noise2
float autocvar_cl_followmodel_velocity_lowpass
vector project_3d_to_2d(vector vec)
void ZoomScroll(float nPrimary)
float autocvar_cl_followmodel
float zoomscroll_factor_target
float autocvar_cl_bobmodel_speed
float autocvar_cl_followmodel_speed
#define lowpass3(value, frac, ref_store, ref_out)
vector damage_blurpostprocess
#define lowpass2(value, frac, ref_store, ref_out)
void View_PostProcessing()
vector bobmodel_ofs(entity view)
bool View_InputEvent(int bInputType, float nPrimary, float nSecondary)
float autocvar_cl_followmodel_highpass
float autocvar_cl_viewmodel_alpha
float autocvar_cl_followmodel_lowpass
vector GetViewLocationFOV(float fov)
float oldr_useinfinitefarclip
float autocvar_cl_leanmodel_highpass1
void View_CheckButtonStatus()
float autocvar_cl_bobmodel_side
float oldr_useportalculling
void viewmodel_draw(entity this)
vector leanmodel_ofs(entity view)
void HUD_Mouse(entity player)
int WantEventchase(entity this, bool want_vehiclechase)
vector GetCurrentFov(float fov)
#define avg_factor(avg_time)
bool projected_on_screen(vector screen_pos)
void View_EventChase(entity this)
float autocvar_cl_leanmodel_limit
float autocvar_cl_leanmodel_speed
float showfps_prevfps_time
float autocvar_cl_bobmodel_up
bool autocvar_cl_bobmodel
void viewmodel_animate(entity this)
vector myhealth_gentlergb
#define highpass3(value, frac, ref_store, ref_out)
vector content_blurpostprocess
bool IsZooming(bool ignore_spectatorbutton_zoom)
float autocvar_cl_leanmodel_highpass
float eventchase_current_distance
float old_sharpen_intensity
float autocvar_cl_hitsound_max_pitch
float autocvar_cl_eventchase_speed
float autocvar_cl_velocityzoom_time
bool autocvar_cl_orthoview
float autocvar_hud_damage_pain_threshold_pulsating_period
float autocvar_hud_damage_pain_threshold_lower_health
float autocvar_camera_mouse_threshold
vector autocvar_cl_eventchase_vehicle_viewoffset
float autocvar_camera_speed_free
float autocvar_cl_velocityzoom_speed
string autocvar__togglezoom
int autocvar_chase_active
string autocvar_hud_contents_slime_color
float autocvar_camera_look_attenuation
float autocvar_cl_hitsound_min_pitch
float autocvar_cl_eventchase_vehicle_distance
bool autocvar_hud_contents
bool autocvar_cl_eventchase_vehicle
int autocvar_cl_gentle_damage
bool autocvar_hud_powerup
vector autocvar_cl_gunoffset
float autocvar_hud_damage_fade_rate
int autocvar_cl_nade_timer
bool autocvar_camera_enable
vector autocvar_cl_eventchase_viewoffset
bool autocvar_camera_chase_smoothly
float autocvar_hud_colorflash_alpha
float autocvar_hud_damage_pain_threshold
bool autocvar_r_drawviewmodel
float autocvar_cl_velocityzoom_factor
string autocvar_hud_contents_lava_color
float autocvar_hud_contents_water_alpha
float autocvar_cl_spawnzoom_speed
vector autocvar_cl_eventchase_mins
bool autocvar_r_fullbright
float autocvar_cl_spawnzoom_factor
float autocvar_hud_damage_gentle_alpha_multiplier
float autocvar_hud_contents_blur_alpha
bool autocvar_camera_forward_follows
float autocvar_hud_contents_fadeouttime
string autocvar_hud_damage_gentle_color
bool autocvar_cl_eventchase_frozen
float autocvar_hud_contents_fadeintime
float autocvar_cl_eventchase_distance
float autocvar_camera_speed_chase
float autocvar_hud_contents_lava_alpha
float autocvar_vid_pixelheight
float autocvar_cl_hitsound_antispam_time
float autocvar_cl_zoomsensitivity
float autocvar_cl_hitsound_nom_damage
float autocvar_cl_zoomscroll_speed
float autocvar_menu_mouse_speed
float autocvar_hud_postprocessing_maxbluralpha
int autocvar_vid_conwidth
float autocvar_hud_damage_blur_alpha
bool autocvar_camera_free
string autocvar_hud_damage_color
int autocvar_cl_eventchase_death
bool autocvar_cl_zoomscroll
float autocvar_camera_look_player
int autocvar_vid_conheight
float autocvar_hud_contents_blur
float autocvar_hud_postprocessing_maxblurradius
bool autocvar_hud_postprocessing
bool autocvar_cl_eventchase_spectated_change
float autocvar_cl_eventchase_spectated_change_time
float autocvar_camera_speed_roll
bool autocvar_camera_reset
int autocvar_cl_velocityzoom_type
float autocvar_hud_damage_blur
bool autocvar_cl_velocityzoom_enabled
float autocvar_hud_damage_pain_threshold_lower
float autocvar_cl_zoomfactor
bool autocvar_cl_stripcolorcodes
float autocvar_cl_zoomspeed
float autocvar_cl_zoomscroll_scale
float autocvar_camera_speed_attenuation
vector autocvar_cl_eventchase_maxs
bool autocvar_cl_lockview
bool autocvar_cl_spawnzoom
float autocvar_hud_damage_maxalpha
entity viewmodels[MAX_WEAPONSLOTS]
float autocvar_r_letterbox
float autocvar_hud_contents_slime_alpha
string autocvar_hud_contents_water_color
float autocvar_hud_damage_pain_threshold_pulsating_min
float autocvar_hud_damage_factor
void WaypointSprite_Load()
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
supported formats:
vector weaponentity_glowmod(Weapon wep, int c, entity wepent)
const int MAX_WEAPONSLOTS
const int WS_CLEAR
no weapon selected
const int WS_RAISE
raise frame
const int WS_DROP
deselecting frame
void Accuracy_LoadLevels()