3 bool autocvar_cl_vehicles_alarm = false;
4 bool autocvar_cl_vehicles_hud_tactical = true;
5 float autocvar_cl_vehicles_hudscale = 0.5;
6 float autocvar_cl_vehicles_notify_time = 15;
7 float autocvar_cl_vehicles_crosshair_size = 0.5;
8 bool autocvar_cl_vehicles_crosshair_colorize = true;
9 bool autocvar__vehicles_shownchasemessage;
10 vector autocvar_hud_progressbar_vehicles_ammo1_color;
11 vector autocvar_hud_progressbar_vehicles_ammo2_color;
13 const string vCROSS_BURST = "gfx/vehicles/crosshair_burst";
14 const string vCROSS_DROP = "gfx/vehicles/crosshair_drop";
15 const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide";
16 const string vCROSS_HEAL = "gfx/vehicles/crosshair_heal";
17 const string vCROSS_HINT = "gfx/vehicles/crosshair_hint";
18 const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock";
19 const string vCROSS_RAIN = "gfx/vehicles/crosshair_rain";
23 const int MAX_AXH = 4;
24 entity AuxiliaryXhair[MAX_AXH];
33 vector vehicleHud_Size;
34 vector vehicleHud_Pos;
36 #define weapon2mode STAT(VEHICLESTAT_W2MODE)