// Notifications (#4)
-void HUD_Notify_Export(entity panel, int fh)
+void HUD_Notify_Export(int fh)
{
// allow saving cvars that aesthetically change the panel into hud skin files
HUD_Write_Cvar("hud_panel_notify_flip");
{
attacker = sprintf(_("Player %d"), count + 1);
victim = sprintf(_("Player %d"), count + 2);
- icon = Weapons_from(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
+ icon = REGISTRY_GET(Weapons, min(WEP_FIRST + count * 2, WEP_LAST)).model2;
alpha = bound(0, 1.2 - count / entry_count, 1);
}
else