const float BORDER_MULTIPLIER = 0.25;
float scoreboard_bottom;
-float weapon_hits[WEP_MAXCOUNT];
-float weapon_fired[WEP_MAXCOUNT];
+float weapon_accuracy[WEP_MAXCOUNT];
#define MAX_ACCURACY_LEVELS 10
float acc_lev[MAX_ACCURACY_LEVELS];
progressbar_color = stov(cvar_string("hud_progressbar_" #item "_color"))
#define HUD_Panel_GetProgressBarColorForString(item) \
switch(item) {\
- case "strength": HUD_Panel_GetProgressBarColor(strength); break;\
- case "shield": HUD_Panel_GetProgressBarColor(shield); break;\
case "health": HUD_Panel_GetProgressBarColor(health); break;\
case "armor": HUD_Panel_GetProgressBarColor(armor); break;\
+ case "strength": HUD_Panel_GetProgressBarColor(strength); break;\
+ case "shield": HUD_Panel_GetProgressBarColor(shield); break;\
case "fuel": HUD_Panel_GetProgressBarColor(fuel); break;\
case "nexball": HUD_Panel_GetProgressBarColor(nexball); break;\
} ENDS_WITH_CURLY_BRACE