int panel_order[HUD_PANEL_MAX];
string hud_panelorder_prev;
+void HUD_Reset (void);
+void HUD_Main (void);
+
+int vote_yescount;
+int vote_nocount;
+int vote_needed;
+int vote_highlighted; // currently selected vote
+
+int vote_active; // is there an active vote?
+int vote_prev; // previous state of vote_active to check for a change
+float vote_alpha;
+float vote_change; // "time" when vote_active changed
+
float hud_draw_maximized;
float hud_panel_radar_maximized;
float chat_panel_modified;
vector panel_size_copied;
entity panel;
-.string panel_name;
-.int panel_id;
-.vector current_panel_pos;
-.vector current_panel_size;
-.string current_panel_bg;
-.float current_panel_bg_alpha;
-.float current_panel_bg_border;
-.vector current_panel_bg_color;
-.float current_panel_bg_color_team;
-.float current_panel_bg_padding;
-.float current_panel_fg_alpha;
-.float update_time;
+entityclass(HUDPanel);
+class(HUDPanel) .string panel_name;
+class(HUDPanel) .int panel_id;
+class(HUDPanel) .vector current_panel_pos;
+class(HUDPanel) .vector current_panel_size;
+class(HUDPanel) .string current_panel_bg;
+class(HUDPanel) .float current_panel_bg_alpha;
+class(HUDPanel) .float current_panel_bg_border;
+class(HUDPanel) .vector current_panel_bg_color;
+class(HUDPanel) .float current_panel_bg_color_team;
+class(HUDPanel) .float current_panel_bg_padding;
+class(HUDPanel) .float current_panel_fg_alpha;
+class(HUDPanel) .float update_time;
float panel_enabled;
vector panel_pos;
vector panel_size;
float panel_bg_padding;
string panel_bg_padding_str;
-.void() panel_draw;
+class(HUDPanel) .void() panel_draw;
float current_player;
float GetPlayerColorForce(int i);
+float stringwidth_colors(string s, vector theSize);
+int GetPlayerColor(int i);
+string GetPlayerName(int i);
+float stringwidth_nocolors(string s, vector theSize);
+void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
+
+
+// prev_* vars contain the health/armor at the previous FRAME
+// set to -1 when player is dead or was not playing
+int prev_health, prev_armor;
+float health_damagetime, armor_damagetime;
+int health_beforedamage, armor_beforedamage;
+// old_p_* vars keep track of previous values when smoothing value changes of the progressbar
+int old_p_health, old_p_armor;
+float old_p_healthtime, old_p_armortime;
+// prev_p_* vars contain the health/armor progressbar value at the previous FRAME
+// set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
+int prev_p_health, prev_p_armor;
+
#define HUD_PANELS(HUD_PANEL) \
HUD_PANEL(WEAPONS , HUD_Weapons , weapons) \