-// vehicle cvars
-var float autocvar_cl_vehicles_alarm = 1;
-var float autocvar_cl_vehicles_hud_tactical = 1;
-
-void RaptorCBShellfragDraw();
-void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang);
-
-#define HUD_GETVEHICLESTATS \
- local noref float vh_health = getstati(STAT_VEHICLESTAT_HEALTH); \
- local noref float shield = getstati(STAT_VEHICLESTAT_SHIELD); \
- local noref float energy = getstati(STAT_VEHICLESTAT_ENERGY); \
- local noref float ammo1 = getstati(STAT_VEHICLESTAT_AMMO1); \
- local noref float reload1 = getstati(STAT_VEHICLESTAT_RELOAD1); \
- local noref float ammo2 = getstati(STAT_VEHICLESTAT_AMMO2); \
- local noref float reload2 = getstati(STAT_VEHICLESTAT_RELOAD2);
+#pragma once
+
+bool autocvar_cl_vehicles_alarm = false;
+bool autocvar_cl_vehicles_hud_tactical = true;
+float autocvar_cl_vehicles_hudscale = 0.5;
+float autocvar_cl_vehicles_notify_time = 15;
+float autocvar_cl_vehicles_crosshair_size = 0.5;
+bool autocvar_cl_vehicles_crosshair_colorize = true;
+bool autocvar__vehicles_shownchasemessage;
+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;
+
+#define weapon2mode STAT(VEHICLESTAT_W2MODE)