Commit 82b15dc4 authored by Phil Lopes's avatar Phil Lopes
Browse files

First Commit

Here you go!!
parents
root = true
[*.{qc,qh,inc}]
end_of_line = lf
insert_final_newline = true
indent_style = tab
charset = utf-8
/html/
/*.pk3
{
"CurrentProjectSetting": null
}
\ No newline at end of file
This diff is collapsed.
CPP := cc -xc -E
QCC ?= gmqcc
PROGS_OUT ?= ..
WORKDIR ?= ../.tmp
QCCFLAGS_WATERMARK ?= $(shell git describe --tags --dirty='~')
VER = $(subst *,\*,$(QCCFLAGS_WATERMARK))
NDEBUG ?= 1
XONOTIC ?= 1
ENABLE_EFFECTINFO ?= 0
ENABLE_DEBUGDRAW ?= 0
ENABLE_DEBUGTRACE ?= 0
BUILD_MOD ?=
ifndef ZIP
ifneq ($(shell which zip 2>/dev/null),)
ZIP := zip -9
endif
ifneq ($(shell which 7z 2>/dev/null),)
ZIP := 7z a -tzip -mx=9
endif
ifneq ($(shell which 7za 2>/dev/null),)
ZIP := 7za a -tzip -mx=9
endif
ifndef ZIP
$(warning "No zip / 7z / 7za in ($(PATH))")
ZIP := : zip_not_found
endif
endif
# Set to empty string to temporarily enable warnings when debugging
QCCFLAGS_WERROR ?= \
-Werror
# We eventually need to get rid of these
QCCFLAGS_WTFS ?= \
-Wno-field-redeclared
QCCDEFS ?= \
-DXONOTIC=$(XONOTIC) \
-DWATERMARK="$(QCCFLAGS_WATERMARK)" \
-DNDEBUG=$(NDEBUG) \
-DENABLE_EFFECTINFO=$(ENABLE_EFFECTINFO) \
-DENABLE_DEBUGDRAW=$(ENABLE_DEBUGDRAW) \
-DENABLE_DEBUGTRACE=$(ENABLE_DEBUGTRACE) \
$(if $(BUILD_MOD), -DBUILD_MOD="$(BUILD_MOD)" -I$(BUILD_MOD), ) \
$(QCCDEFS_EXTRA)
# -Ooverlap-locals is required
QCCFLAGS ?= \
-std=gmqcc \
-Ooverlap-locals \
-O3 \
$(QCCFLAGS_WERROR) \
-Wall \
$(QCCFLAGS_WTFS) \
-flno -futf8 -fno-bail-on-werror \
-frelaxed-switch -freturn-assignments \
$(QCCFLAGS_EXTRA)
.PHONY: all
all: qc pk3
$(WORKDIR):
@mkdir -p $@
.PHONY: clean
clean: | $(WORKDIR)
$(RM) $(PROGS_OUT)/csprogs.dat
$(RM) $(PROGS_OUT)/menu.dat
$(RM) $(PROGS_OUT)/progs.dat
$(RM) $(WORKDIR)/*.d
$(RM) $(WORKDIR)/*.qc
$(RM) $(WORKDIR)/*.txt
.PHONY: qc
qc: $(PROGS_OUT)/csprogs.dat $(PROGS_OUT)/menu.dat $(PROGS_OUT)/progs.dat
.PHONY: pk3
pk3: csprogs-$(VER).pk3
%-$(VER).pk3: $(PROGS_OUT)/%.dat
$(eval PROG=$*)
$(eval PK3=$(PROG)-$(VER).pk3)
$(eval TXT=$(PROG)-$(VER).txt)
$(eval DAT=$(PROG)-$(VER).dat)
$(eval LNO=$(PROG)-$(VER).lno)
@ echo "http://xonotic.org" > $(TXT)
@ ln -f $(PROGS_OUT)/$(PROG).dat $(DAT)
@ ln -f $(PROGS_OUT)/$(PROG).lno $(LNO)
@ $(RM) *.pk3
$(ZIP) $(PK3) $(TXT) $(DAT) $(LNO)
@ $(RM) $(TXT) $(DAT) $(LNO)
QCCVERSION := $(shell cd lib && $(QCC) --version)
QCCVERSIONFILE := $(WORKDIR)/qccversion.$(shell echo ${QCCVERSION} | git hash-object --stdin)
$(QCCVERSIONFILE): | $(WORKDIR)
@ $(RM) $(WORKDIR)/qccversion.*
@ echo $(QCCVERSION) > $@
export WORKDIR
export CPP
export QCC
export QCCDEFS
export QCCFLAGS
$(PROGS_OUT)/csprogs.dat: client/progs.inc $(QCCVERSIONFILE) | $(WORKDIR)
@ echo make[1]: Entering directory \`$(CURDIR)/client\'
./tools/qcc.sh client $@ $<
-include $(WORKDIR)/client.d
$(PROGS_OUT)/progs.dat: server/progs.inc $(QCCVERSIONFILE) | $(WORKDIR)
@ echo make[1]: Entering directory \`$(CURDIR)/server\'
./tools/qcc.sh server $@ $<
-include $(WORKDIR)/server.d
$(PROGS_OUT)/menu.dat: menu/progs.inc $(QCCVERSIONFILE) | $(WORKDIR)
@ echo make[1]: Entering directory \`$(CURDIR)/menu\'
./tools/qcc.sh menu $@ $<
-include $(WORKDIR)/menu.d
// generated file; do not modify
#include <client/announcer.qc>
#include <client/bgmscript.qc>
#include <client/csqcmodel_hooks.qc>
#include <client/main.qc>
#include <client/mapvoting.qc>
#include <client/miscfunctions.qc>
#include <client/player_skeleton.qc>
#include <client/resources.qc>
#include <client/shownames.qc>
#include <client/teamradar.qc>
#include <client/view.qc>
#include <client/commands/_mod.inc>
#include <client/hud/_mod.inc>
#include <client/mutators/_mod.inc>
#include <client/weapons/_mod.inc>
// generated file; do not modify
#include <client/announcer.qh>
#include <client/bgmscript.qh>
#include <client/csqcmodel_hooks.qh>
#include <client/main.qh>
#include <client/mapvoting.qh>
#include <client/miscfunctions.qh>
#include <client/player_skeleton.qh>
#include <client/resources.qh>
#include <client/shownames.qh>
#include <client/teamradar.qh>
#include <client/view.qh>
#include <client/commands/_mod.qh>
#include <client/hud/_mod.qh>
#include <client/mutators/_mod.qh>
#include <client/weapons/_mod.qh>
#include "announcer.qh"
#include <client/mutators/_mod.qh>
#include <common/notifications/all.qh>
#include <common/stats.qh>
bool announcer_1min;
bool announcer_5min;
string AnnouncerOption()
{
string ret = autocvar_cl_announcer;
MUTATOR_CALLHOOK(AnnouncerOption, ret);
ret = M_ARGV(0, string);
return ret;
}
entity announcer_countdown;
void Announcer_Countdown(entity this)
{
float starttime = STAT(GAMESTARTTIME);
float roundstarttime = STAT(ROUNDSTARTTIME);
if(roundstarttime == -1)
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP);
delete(this);
announcer_countdown = NULL;
return;
}
if(roundstarttime >= starttime)
starttime = roundstarttime;
if(starttime <= time && roundstarttime != starttime) // game start time has passed
announcer_5min = announcer_1min = false; // reset maptime announcers now as well
float countdown = (starttime - time);
float countdown_rounded = floor(0.5 + countdown);
if(countdown <= 0) // countdown has finished, starttime is now
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
delete(this);
announcer_countdown = NULL;
return;
}
else // countdown is still going
{
// if concomitant countdown to round start overrides countdown to game start
if(roundstarttime == starttime)
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, countdown_rounded);
Notification annce_num = Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded);
if(annce_num != NULL)
Local_Notification(MSG_ANNCE, annce_num);
}
else
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
Notification annce_num = Announcer_PickNumber(CNT_GAMESTART, countdown_rounded);
if(annce_num != NULL)
Local_Notification(MSG_ANNCE, annce_num);
}
this.nextthink = (starttime - (countdown - 1));
}
}
/**
* Checks whether the server initiated a map restart (stat_game_starttime changed)
*
* TODO: Use a better solution where a common shared entitiy is used that contains
* timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
* and STAT_FRAGLIMIT to be auto-sent)
*/
float previous_game_starttime;
void Announcer_Gamestart()
{
float startTime = STAT(GAMESTARTTIME);
float roundstarttime = STAT(ROUNDSTARTTIME);
if(roundstarttime > startTime)
startTime = roundstarttime;
if(intermission)
{
if(announcer_countdown)
{
centerprint_kill(ORDINAL(CPID_ROUND));
if(announcer_countdown)
{
delete(announcer_countdown);
announcer_countdown = NULL;
}
}
return;
}
if(previous_game_starttime != startTime)
{
if(time < startTime)
{
if (!announcer_countdown)
{
announcer_countdown = new(announcer_countdown);
setthink(announcer_countdown, Announcer_Countdown);
}
if(time + 5.0 < startTime) // if connecting to server while restart was active don't always play prepareforbattle
if(time > announcer_countdown.nextthink) // don't play it again if countdown was already going
Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
announcer_countdown.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
}
}
previous_game_starttime = startTime;
}
#define ANNOUNCER_CHECKMINUTE(minute) MACRO_BEGIN { \
if(announcer_##minute##min) { \
if(timeleft > minute * 60) \
announcer_##minute##min = false; \
} else { \
if(timeleft < minute * 60 && timeleft > minute * 60 - 1) { \
announcer_##minute##min = true; \
Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_##minute); \
} \
} \
} MACRO_END
void Announcer_Time()
{
if(intermission)
return;
float timeleft;
if(warmup_stage)
{
float warmup_timelimit = STAT(WARMUP_TIMELIMIT);
if(warmup_timelimit > 0)
timeleft = max(0, warmup_timelimit - time);
else
timeleft = 0;
}
else
timeleft = max(0, STAT(TIMELIMIT) * 60 + STAT(GAMESTARTTIME) - time);
if(autocvar_cl_announcer_maptime >= 2)
ANNOUNCER_CHECKMINUTE(5);
if((autocvar_cl_announcer_maptime == 1) || (autocvar_cl_announcer_maptime == 3))
ANNOUNCER_CHECKMINUTE(1);
}
void Announcer()
{
Announcer_Gamestart();
Announcer_Time();
}
#pragma once
void Announcer();
string AnnouncerOption();
#pragma once
bool autocvar__con_chat_maximized;
bool autocvar__hud_configure;
string autocvar__hud_panelorder;
float autocvar__menu_alpha;
string autocvar_accuracy_color_levels;
float autocvar_bgmvolume;
bool autocvar_camera_chase_smoothly;
bool autocvar_camera_enable;
bool autocvar_camera_forward_follows;
bool autocvar_camera_free;
float autocvar_camera_look_attenuation;
float autocvar_camera_look_player;
float autocvar_camera_mouse_threshold;
bool autocvar_camera_reset;
float autocvar_camera_speed_attenuation;
float autocvar_camera_speed_chase;
float autocvar_camera_speed_free;
float autocvar_camera_speed_roll;
int autocvar_chase_active;
int autocvar_cl_allow_uid2name;
string autocvar_cl_announcer;
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;
int autocvar_cl_casings_maxcount = 100;
float autocvar_cl_casings_shell_time;
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;
float autocvar_cl_effects_lightningarc_branchfactor_start;
float autocvar_cl_effects_lightningarc_drift_end;
float autocvar_cl_effects_lightningarc_drift_start;
float autocvar_cl_effects_lightningarc_segmentlength;
bool autocvar_cl_effects_lightningarc_simple;
int autocvar_cl_gentle;
int autocvar_cl_gentle_damage;
int autocvar_cl_gentle_gibs;
int autocvar_cl_gentle_messages;
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;
bool autocvar_cl_hidewaypoints;
bool autocvar_cl_lockview;
bool autocvar_cl_nogibs;
bool autocvar_cl_orthoview;
bool autocvar_cl_orthoview_nofog;
bool autocvar_cl_particlegibs;
bool autocvar_cl_particles_oldvortexbeam;
float autocvar_cl_particles_quality;
bool autocvar_cl_projectiles_sloppy;
bool autocvar_cl_readpicture_force;
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;
bool autocvar_cl_spawn_event_sound = 1;
// float autocvar_cl_spawn_point_model;
bool autocvar_cl_spawn_point_particles;
float autocvar_cl_spawn_point_dist_min = 1200;
float autocvar_cl_spawn_point_dist_max = 1600;
bool autocvar_cl_spawnzoom = 1;
float autocvar_cl_spawnzoom_speed = 1;
float autocvar_cl_spawnzoom_factor = 2;
bool autocvar_cl_stripcolorcodes;
bool autocvar_cl_vehicles_alarm = true;
bool autocvar_cl_vehicles_hud_tactical = true;
float autocvar_cl_vehicles_hudscale = 0.5;
float autocvar_cl_vehicles_notify_time = 15;
float autocvar_cl_vehicles_crosshair_size = 0.5;
bool autocvar_cl_vehicles_crosshair_colorize = true;
bool autocvar__vehicles_shownchasemessage;
bool autocvar_cl_velocityzoom_enabled;
float autocvar_cl_velocityzoom_factor;
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;
bool autocvar_cl_unpress_zoom_on_spawn = true;
bool autocvar_cl_unpress_zoom_on_death = true;
bool autocvar_cl_unpress_zoom_on_weapon_switch = true;
bool autocvar_cl_unpress_attack_on_weapon_switch = false;
bool autocvar_con_chat;
bool autocvar_con_chatrect;
float autocvar_con_chatsize;
float autocvar_con_notify;
float autocvar_con_notifysize;
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;
//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;
int autocvar_ekg;
float autocvar_fov;
bool autocvar_hud_cursormode = true;
float autocvar_hud_colorflash_alpha;
bool autocvar_hud_configure_checkcollisions;
bool autocvar_hud_configure_grid;
float autocvar_hud_configure_grid_alpha;
bool autocvar_hud_configure_teamcolorforced;
bool autocvar_hud_contents;
float autocvar_hud_contents_blur;
float autocvar_hud_contents_blur_alpha;
float autocvar_hud_contents_fadeintime;
float autocvar_hud_contents_fadeouttime;
float autocvar_hud_contents_lava_alpha;
string autocvar_hud_contents_lava_color;
float autocvar_hud_contents_slime_alpha;
string autocvar_hud_contents_slime_color;
float autocvar_hud_contents_water_alpha;
string autocvar_hud_contents_water_color;
bool autocvar_hud_damage;
float autocvar_hud_damage_blur;
float autocvar_hud_damage_blur_alpha;
string autocvar_hud_damage_color;
float autocvar_hud_damage_factor;
float autocvar_hud_damage_fade_rate;
float autocvar_hud_damage_gentle_alpha_multiplier;
string autocvar_hud_damage_gentle_color;
float autocvar_hud_damage_maxalpha;
float autocvar_hud_damage_pain_threshold;
float autocvar_hud_damage_pain_threshold_lower;
float autocvar_hud_damage_pain_threshold_lower_health;
float autocvar_hud_damage_pain_threshold_pulsating_min;
float autocvar_hud_damage_pain_threshold_pulsating_period;
bool autocvar_hud_powerup;
bool autocvar_hud_postprocessing;
float autocvar_hud_postprocessing_maxbluralpha;
float autocvar_hud_postprocessing_maxblurradius;
string autocvar_hud_dock;
float autocvar_hud_dock_alpha;
string autocvar_hud_dock_color;
bool autocvar_hud_dock_color_team;
bool autocvar_hud_panel_weapons_dynamichud = true;
bool autocvar_hud_panel_ammo_dynamichud = true;
bool autocvar_hud_panel_powerups_dynamichud = true;
bool autocvar_hud_panel_healtharmor_dynamichud = true;
bool autocvar_hud_panel_notify_dynamichud = true;
bool autocvar_hud_panel_timer_dynamichud = true;
bool autocvar_hud_panel_radar_dynamichud = true;
bool autocvar_hud_panel_score_dynamichud = true;
bool autocvar_hud_panel_racetimer_dynamichud = true;
bool autocvar_hud_panel_vote_dynamichud = true;
bool autocvar_hud_panel_modicons_dynamichud = true;
bool autocvar_hud_panel_pressedkeys_dynamichud = true;
bool autocvar_hud_panel_engineinfo_dynamichud = true;
bool autocvar_hud_panel_infomessages_dynamichud = false;
bool autocvar_hud_panel_physics_dynamichud = true;
bool autocvar_hud_panel_centerprint_dynamichud = true;
//bool autocvar_hud_panel_itemstime_dynamichud = true;
bool autocvar_hud_panel_healtharmor_hide_ondeath = false;
bool autocvar_hud_panel_ammo_hide_ondeath = false;
bool autocvar_hud_panel_powerups_hide_ondeath = false;
bool autocvar_hud_panel_weapons_hide_ondeath = false;
bool autocvar_hud_panel_ammo;
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;
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;
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_time;
bool autocvar_hud_panel_chat;
bool autocvar_hud_panel_engineinfo;
float autocvar_hud_panel_engineinfo_framecounter_decimals;
float autocvar_hud_panel_engineinfo_framecounter_time;
float autocvar_hud_panel_fg_alpha;
bool autocvar_hud_panel_healtharmor;
int autocvar_hud_panel_healtharmor_baralign;
bool autocvar_hud_panel_healtharmor_combined;
bool autocvar_hud_panel_healtharmor_flip;
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;
bool autocvar_hud_panel_infomessages;
bool autocvar_hud_panel_infomessages_flip;
float autocvar_hud_panel_mapvote_highlight_border = 1;
bool autocvar_hud_panel_modicons;
int autocvar_hud_panel_modicons_ca_layout;
int autocvar_hud_panel_modicons_dom_layout;
int autocvar_hud_panel_modicons_freezetag_layout;
bool autocvar_hud_panel_notify;
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;
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;