Commit 126111bb authored by Mario's avatar Mario

Purge autocvars.qh from the client-side codebase, cvars are defined in the...

Purge autocvars.qh from the client-side codebase, cvars are defined in the headers of the features that use them
parent 3abebbc9
Pipeline #207521040 passed with stages
in 28 minutes and 48 seconds
#pragma once
string autocvar_cl_announcer;
float autocvar_cl_announcer_antispam = 2;
float autocvar_cl_announcer_maptime = 3;
void Announcer();
string AnnouncerOption();
This diff is collapsed.
#include "bgmscript.qh"
#include <client/autocvars.qh>
#include <client/main.qh>
#include <common/util.qh>
......
......@@ -2,6 +2,8 @@
#include <common/mapobjects/bgmscript.qh>
float autocvar_bgmvolume;
classfield(BGMScript) .float just_toggled;
float bgmtime;
......
......@@ -5,7 +5,6 @@
// Last updated: December 28th, 2011
// ==============================================
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/hud/_mod.qh>
#include <client/hud/panel/quickmenu.qh>
......
#include "csqcmodel_hooks.qh"
#include <client/autocvars.qh>
#include <client/mutators/_mod.qh>
#include <client/player_skeleton.qh>
#include <client/weapons/projectile.qh>
......
#pragma once
bool autocvar_cl_respawn_ghosts_keepcolors;
int autocvar_cl_playerdetailreduction;
int autocvar_cl_modeldetailreduction;
float autocvar_cl_loddistance1 = 768;
float autocvar_cl_loddistance2 = 2048;
bool autocvar_cl_forceplayermodels;
bool autocvar_cl_forceplayercolors;
string autocvar_cl_forcemyplayermodel;
int autocvar_cl_forcemyplayerskin;
int autocvar_cl_forcemyplayercolors;
int autocvar__cl_color;
int autocvar__cl_playerskin;
string autocvar__cl_playermodel;
float autocvar_cl_deathglow;
float autocvar_cl_deathglow_min = 0.5;
float autocvar_cl_jetpack_attenuation = 2;
// FEATURE: EF_NODRAW workalike
const int EF_BRIGHTFIELD = BIT(0);
const int EF_BRIGHTLIGHT = BIT(2);
......
#include "crosshair.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/hud/panel/scoreboard.qh>
#include <client/view.qh>
......
#pragma once
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;
string autocvar_crosshair;
string autocvar_crosshair_2d = "54";
float autocvar_crosshair_alpha;
string autocvar_crosshair_color;
int autocvar_crosshair_color_special;
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;
bool autocvar_crosshair_dot_color_custom = 1;
float autocvar_crosshair_dot_size;
bool autocvar_crosshair_effect_scalefade;
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_teammate = 0;
bool autocvar_crosshair_hittest_blur_wall = 1;
//float autocvar_crosshair_hittest_scale = 1.25;
bool autocvar_crosshair_hittest_showimpact;
bool autocvar_crosshair_per_weapon;
float autocvar_crosshair_pickup;
float autocvar_crosshair_pickup_speed;
bool autocvar_crosshair_ring;
bool autocvar_crosshair_ring_inner;
bool autocvar_crosshair_ring_minelayer;
float autocvar_crosshair_ring_minelayer_alpha;
bool autocvar_crosshair_ring_hagar;
float autocvar_crosshair_ring_hagar_alpha;
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_crosshair_ring_reload_size;
float autocvar_crosshair_size;
bool autocvar_crosshair_chase = true;
float autocvar_crosshair_chase_playeralpha = 0.25;
float vortex_charge_movingavg; // WEAPONTODO
vector crosshair_getcolor(entity this, float health_stat);
......
......@@ -2,6 +2,7 @@
#include <client/draw.qh>
#include <client/hud/hud_config.qh>
#include <client/hud/panel/chat.qh>
#include <client/hud/panel/scoreboard.qh>
#include <client/items/items.qh>
#include <client/mapvoting.qh>
......
......@@ -182,6 +182,26 @@ float chat_sizey;
float current_player;
float autocvar__menu_alpha; // updated by the menu VM, useful to tell when the menu is being drawn
string autocvar__hud_panelorder;
bool autocvar_hud_cursormode = true;
string autocvar_hud_dock;
float autocvar_hud_dock_alpha;
string autocvar_hud_dock_color;
bool autocvar_hud_dock_color_team;
string autocvar_hud_panel_bg;
float autocvar_hud_panel_bg_alpha;
float autocvar_hud_panel_bg_border;
vector autocvar_hud_panel_bg_color;
float autocvar_hud_panel_bg_color_team;
float autocvar_hud_panel_bg_padding;
float autocvar_hud_panel_fg_alpha;
string autocvar_hud_skin;
float autocvar_hud_progressbar_alpha;
float autocvar_hud_panel_update_interval;
float autocvar_hud_dynamic_follow;
float autocvar_hud_dynamic_follow_scale;
vector autocvar_hud_dynamic_follow_scale_xyz;
......
#include "hud_config.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/hud/hud.qh>
#include <client/hud/panel/chat.qh>
#include <client/hud/panel/scoreboard.qh>
#include <client/view.qh>
......
#pragma once
bool autocvar__hud_configure;
bool autocvar_hud_configure_checkcollisions;
bool autocvar_hud_configure_grid;
float autocvar_hud_configure_grid_alpha;
bool autocvar_hud_configure_teamcolorforced;
const int S_MOUSE1 = 1;
const int S_MOUSE2 = 2;
const int S_MOUSE3 = 4;
......
#include "ammo.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/items/items.qh>
#include <client/view.qh>
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_ammo;
bool autocvar_hud_panel_ammo_dynamichud = true;
bool autocvar_hud_panel_ammo_hide_ondeath = false;
bool autocvar_hud_panel_ammo_iconalign;
int autocvar_hud_panel_ammo_maxammo;
bool autocvar_hud_panel_ammo_onlycurrent;
float autocvar_hud_panel_ammo_noncurrent_alpha = 0.7;
float autocvar_hud_panel_ammo_noncurrent_scale = 1;
bool autocvar_hud_panel_ammo_progressbar;
string autocvar_hud_panel_ammo_progressbar_name;
float autocvar_hud_panel_ammo_progressbar_xoffset;
bool autocvar_hud_panel_ammo_text;
void DrawNadeProgressBar(vector myPos, vector mySize, float progress, vector color);
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_centerprint;
float autocvar_hud_panel_centerprint_align;
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_fontscale_bold = 1.4;
bool autocvar_hud_panel_centerprint_dynamichud = true;
float autocvar_hud_panel_centerprint_time;
void centerprint_Add(int new_id, string strMessage, float duration, int countdown_num);
void centerprint_AddStandard(string strMessage);
void centerprint_Kill(int id);
......
#include "chat.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
// Chat (#12)
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_chat;
bool autocvar__con_chat_maximized;
bool autocvar_con_chat;
bool autocvar_con_chatrect;
float autocvar_con_chatsize;
float autocvar_con_notify;
float autocvar_con_notifysize;
#include "engineinfo.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
// Engine info (#13)
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_engineinfo;
bool autocvar_hud_panel_engineinfo_dynamichud = true;
float autocvar_hud_panel_engineinfo_framecounter_decimals;
float autocvar_hud_panel_engineinfo_framecounter_time;
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_healtharmor;
int autocvar_hud_panel_healtharmor_baralign;
bool autocvar_hud_panel_healtharmor_combined;
bool autocvar_hud_panel_healtharmor_dynamichud = true;
bool autocvar_hud_panel_healtharmor_flip;
bool autocvar_hud_panel_healtharmor_hide_ondeath = false;
int autocvar_hud_panel_healtharmor_iconalign;
int autocvar_hud_panel_healtharmor_maxarmor;
int autocvar_hud_panel_healtharmor_maxhealth;
bool autocvar_hud_panel_healtharmor_progressbar;
string autocvar_hud_panel_healtharmor_progressbar_armor;
string autocvar_hud_panel_healtharmor_progressbar_health;
bool autocvar_hud_panel_healtharmor_progressbar_gfx;
float autocvar_hud_panel_healtharmor_progressbar_gfx_damage;
float autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth;
float autocvar_hud_panel_healtharmor_progressbar_gfx_smooth;
int autocvar_hud_panel_healtharmor_text;
vector autocvar_hud_progressbar_armor_color;
vector autocvar_hud_progressbar_fuel_color;
vector autocvar_hud_progressbar_health_color;
vector autocvar_hud_progressbar_oxygen_color = '0.1 1 1';
#include "infomessages.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <common/ent_cs.qh>
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_infomessages;
bool autocvar_hud_panel_infomessages_dynamichud = false;
bool autocvar_hud_panel_infomessages_flip;
bool autocvar_cl_showspectators;
#include "modicons.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <common/ent_cs.qh>
#include <common/gamemodes/_mod.qh>
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_modicons;
bool autocvar_hud_panel_modicons_dynamichud = true;
bool mod_active; // is there any active mod icon?
#include "notify.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
// Notifications (#4)
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_notify;
bool autocvar_hud_panel_notify_dynamichud = true;
float autocvar_hud_panel_notify_fadetime;
float autocvar_hud_panel_notify_flip;
float autocvar_hud_panel_notify_fontsize;
float autocvar_hud_panel_notify_time;
float autocvar_hud_panel_notify_icon_aspect;
#include "physics.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <lib/csqcmodel/cl_player.qh>
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_physics;
float autocvar_hud_panel_physics_acceleration_movingaverage = 1;
float autocvar_hud_panel_physics_acceleration_progressbar_mode;
float autocvar_hud_panel_physics_acceleration_progressbar_scale;
float autocvar_hud_panel_physics_acceleration_progressbar_nonlinear;
float autocvar_hud_panel_physics_acceleration_max;
float autocvar_hud_panel_physics_update_interval;
int autocvar_hud_panel_physics_progressbar;
bool autocvar_hud_panel_physics_acceleration_vertical;
int autocvar_hud_panel_physics_baralign;
bool autocvar_hud_panel_physics_flip;
bool autocvar_hud_panel_physics_dynamichud = true;
float autocvar_hud_panel_physics_speed_max;
int autocvar_hud_panel_physics_speed_unit;
bool autocvar_hud_panel_physics_speed_unit_show;
bool autocvar_hud_panel_physics_speed_vertical;
int autocvar_hud_panel_physics_text;
float autocvar_hud_panel_physics_text_scale;
bool autocvar_hud_panel_physics_topspeed;
float autocvar_hud_panel_physics_topspeed_time;
vector autocvar_hud_progressbar_acceleration_color;
vector autocvar_hud_progressbar_acceleration_neg_color;
vector autocvar_hud_progressbar_speed_color;
#include "powerups.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <common/items/_mod.qh>
#include <common/util.qh>
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_powerups;
int autocvar_hud_panel_powerups_baralign;
bool autocvar_hud_panel_powerups_dynamichud = true;
bool autocvar_hud_panel_powerups_hide_ondeath = false;
int autocvar_hud_panel_powerups_iconalign;
bool autocvar_hud_panel_powerups_progressbar;
bool autocvar_hud_panel_powerups_text;
vector autocvar_hud_progressbar_shield_color;
vector autocvar_hud_progressbar_strength_color;
vector autocvar_hud_progressbar_superweapons_color;
void addPowerupItem(string name, string icon, vector color, float currentTime, float lifeTime);
#include "pressedkeys.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
// Pressed keys (#11)
......
#pragma once
#include "../panel.qh"
int autocvar_hud_panel_pressedkeys;
float autocvar_hud_panel_pressedkeys_aspect;
bool autocvar_hud_panel_pressedkeys_attack;
bool autocvar_hud_panel_pressedkeys_dynamichud = true;
#include "quickmenu.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/hud/_mod.qh>
#include <client/mapvoting.qh>
......
#pragma once
#include "../panel.qh"
//float autocvar_hud_panel_quickmenu;
float autocvar_hud_panel_quickmenu_align;
float autocvar_hud_panel_quickmenu_translatecommands;
string autocvar_hud_panel_quickmenu_file;
float autocvar_hud_panel_quickmenu_time;
bool QuickMenu_InputEvent(float bInputType, float nPrimary, float nSecondary);
bool QuickMenu_IsOpened();
void QuickMenu_Mouse();
......
#include "racetimer.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
// Race timer (#8)
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_racetimer;
bool autocvar_hud_panel_racetimer_dynamichud = true;
// QUALIFYING
float race_checkpoint;
float race_time;
......
#include "radar.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/mapvoting.qh>
#include <client/resources.qh>
......
#pragma once
#include "../panel.qh"
int autocvar_hud_panel_radar;
bool autocvar_hud_panel_radar_dynamichud = true;
float autocvar_hud_panel_radar_foreground_alpha;
float autocvar_hud_panel_radar_maximized_scale;
vector autocvar_hud_panel_radar_maximized_size;
float autocvar_hud_panel_radar_rotation;
float autocvar_hud_panel_radar_scale;
int autocvar_hud_panel_radar_zoommode;
float autocvar_hud_panel_radar_maximized_rotation;
int autocvar_hud_panel_radar_maximized_zoommode;
void HUD_Radar_Show_Maximized(bool doshow, bool clickable);
#include "score.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/hud/panel/scoreboard.qh>
#include <common/ent_cs.qh>
......
#pragma once
#include "../panel.qh"
bool autocvar_hud_panel_score;
bool autocvar_hud_panel_score_dynamichud = true;
bool autocvar_hud_panel_score_rankings;
#include "scoreboard.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/hud/panel/chat.qh>
#include <client/hud/panel/quickmenu.qh>
#include <client/hud/panel/racetimer.qh>
#include <client/hud/panel/weapons.qh>
......
#pragma once
#include "../panel.qh"
bool autocvar_cl_deathscoreboard;
string autocvar_scoreboard_columns;
bool scoreboard_showscores;
bool scoreboard_active;
......
......@@ -2,10 +2,10 @@
#include "strafehud.qh"
#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/hud/panel/racetimer.qh>
#include <client/resources.qh>
#include <client/view.qh>
#include <common/animdecide.qh>
#include <common/ent_cs.qh>
#include <common/mapinfo.qh>
......
#pragma once
#include "../panel.qh"
int autocvar_hud_panel_strafehud = 3;
bool autocvar__hud_panel_strafehud_demo = false;
bool autocvar_hud_panel_strafehud_dynamichud = true;
int autocvar_hud_panel_strafehud_mode = 0;
float autocvar_hud_panel_strafehud_range = 0;
int autocvar_hud_panel_strafehud_style = 1;
int autocvar_hud_panel_strafehud_unit = 1;
bool autocvar_hud_panel_strafehud_unit_show = true;
vector autocvar_hud_panel_strafehud_bar_neutral_color = '1 1 1';
float autocvar_hud_panel_strafehud_bar_neutral_alpha = 0.3;
vector autocvar_hud_panel_strafehud_bar_accel_color = '0 1 0';
float autocvar_hud_panel_strafehud_bar_accel_alpha = 0.3;
vector autocvar_hud_panel_strafehud_bar_overturn_color = '1 0 1';
float autocvar_hud_panel_strafehud_bar_overturn_alpha = 0.3;
float autocvar_hud_panel_strafehud_angle_alpha = 0.8;
float autocvar_hud_panel_strafehud_angle_height = 1.5;
float autocvar_hud_panel_strafehud_angle_width = 0.005;
vector autocvar_hud_panel_strafehud_angle_neutral_color = '1 1 0';
vector autocvar_hud_panel_strafehud_angle_accel_color = '0 1 1';
vector autocvar_hud_panel_strafehud_angle_overturn_color = '1 0 1';
float autocvar_hud_panel_strafehud_switch_minspeed = -1;
vector autocvar_hud_panel_strafehud_switch_active_color = '0 1 0';
float autocvar_hud_panel_strafehud_switch_active_alpha = 1;
vector autocvar_hud_panel_strafehud_switch_inactive_color = '1 1 0';
float autocvar_hud_panel_strafehud_switch_inactive_alpha = 1;
float autocvar_hud_panel_strafehud_switch_width = 0.0075;
vector autocvar_hud_panel_strafehud_direction_color = '0 0.5 1';
float autocvar_hud_panel_strafehud_direction_alpha = 1;
float autocvar_hud_panel_strafehud_direction_width = 0.25;
float autocvar_hud_panel_strafehud_direction_length = 0.02;
float autocvar_hud_panel_strafehud_slickdetector_range = 0;
int autocvar_hud_panel_strafehud_slickdetector_granularity = 2;
vector autocvar_hud_panel_strafehud_slickdetector_color = '0 1 1';
float autocvar_hud_panel_strafehud_slickdetector_alpha = 0.5;
float autocvar_hud_panel_strafehud_slickdetector_height = 0.125;