#include <common/weapons/_all.qh>
+void Hud_Dynamic_Frame();
+
bool HUD_Radar_Clickable();
void HUD_Radar_Mouse();
PlayerScoreField ps_primary, ps_secondary;
int ts_primary, ts_secondary;
-Weapon last_switchweapon;
-Weapon last_activeweapon;
+.Weapon last_switchweapon;
+.Weapon last_activeweapon;
float weapontime;
float weaponprevtime;
float cl_followmodel_time;
vector hud_scale;
-vector hud_scale_current;
+vector hud_scale_current = '1 1 0';
vector hud_shift;
-vector hud_shift_current;
+vector hud_shift_current = '0 0 0';
vector hud_scale_center;
float stringwidth_colors(string s, vector theSize);
new_size.x = max_panel_width; \
new_size.y = panel_size.y * (new_size.x / panel_size.x); \
} \
- vector new_pos = eX * (panel_bg_border + 0.5 * max_panel_width) + eY * 0.5 * vid_conheight - 0.5 * new_size; \
+ vector new_pos = vec2(panel_bg_border + 0.5 * max_panel_width, 0.5 * vid_conheight) - 0.5 * new_size; \
panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * new_pos; \
panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * new_size; \
} MACRO_END