//which engines do we want to support? #define FTE #define QSS //#define DP #define OWNPLAYERPHYSICS //run our own prediction code, instead of the engine-supplied default #define AUTOCVAR #define MD3PMODELS //support Q3 segmented player models #define HLPMODELS //support HalfLife skeletal models #define POWERUP_SHELLS //show shells around players for powerups #define Q4PMODELS //#define NOEXTENSIONS #ifdef NOEXTENSIONS #undef HLPMODELS #undef MD3PMODELS #endif #ifdef DP #define WORKINDP //do various workarounds for DP. don't use any opcode extensions #elifdef QSS #pragma TARGET QSS //FTE also supports this. #define NOT_DP //mute deprecation warnings about DP, we don't care. #else #pragma TARGET FTE //neither of the other engines are targetted, go crazy with it. #define NOT_QSS //mute deprecation warnings about QSS, we don't care. #define NOT_DP //mute deprecation warnings about DP, we don't care. #endif //just mute engine-dependancy deprecation warnings for now. #define NOT_QSS #define NOT_DP #ifdef AUTOCVAR #define DEFCVAR_FLOAT(n,d) var float autocvar_##n = d; #define DEFCVAR_STRING(n,d) var string autocvar_##n = d; #define CVARF(n) autocvar_##n #define CVARS(n) autocvar_##n #else #define DEFCVAR_FLOAT(n,d) #define DEFCVAR_STRING(n,d) #define CVARF(n) cvar(#n) #define CVARS(n) cvar_string(#n) #endif