#include <common/weapons/_all.qh>
+void Hud_Dynamic_Frame();
+
bool HUD_Radar_Clickable();
void HUD_Radar_Mouse();
void HUD_Radar_Hide_Maximized();
float HUD_GetRowCount(int item_count, vector size, float item_aspect);
-vector HUD_Get_Num_Color (float x, float maxvalue);
-void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha);
-void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, bool vertical, int icon_right_align, vector color, float theAlpha, float fadelerp);
+vector HUD_Get_Num_Color (float hp, float maxvalue);
+void DrawNumIcon(vector myPos, vector mySize, float theTime, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha);
+void DrawNumIcon_expanding(vector myPos, vector mySize, float theTime, string icon, bool vertical, int icon_right_align, vector color, float theAlpha, float fadelerp);
void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag);
vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect);
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