vector autocvar_hud_progressbar_vehicles_ammo1_color;
vector autocvar_hud_progressbar_vehicles_ammo2_color;
+const string vCROSS_BURST = "gfx/vehicles/crosshair_burst";
+const string vCROSS_DROP = "gfx/vehicles/crosshair_drop";
+const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide";
+const string vCROSS_HEAL = "gfx/vehicles/crosshair_heal";
+const string vCROSS_HINT = "gfx/vehicles/crosshair_hint";
+const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock";
+const string vCROSS_RAIN = "gfx/vehicles/crosshair_rain";
+
+entity dropmark;
+
+const int MAX_AXH = 4;
+entity AuxiliaryXhair[MAX_AXH];
+
+.string axh_image;
+.float axh_fadetime;
+.int axh_drawflag;
+
+float alarm1time;
+float alarm2time;
+
vector vehicleHud_Size;
vector vehicleHud_Pos;
-void RaptorCBShellfragDraw(entity this);
-void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang);
-
#define weapon2mode STAT(VEHICLESTAT_W2MODE)