HUD_Write_PanelCvar("_progressbar_armor");
HUD_Write_PanelCvar("_progressbar_gfx");
HUD_Write_PanelCvar("_progressbar_gfx_smooth");
+ HUD_Write_PanelCvar("_combined");
HUD_Write_PanelCvar("_text");
break;
case HUD_PANEL_NOTIFY:
void HUD_Panel_FirstInDrawQ(float id);
void reset_tab_panels()
{
- int i;
- for(i = 0; i < hud_panels_COUNT; ++i)
+ for (int i = 0; i < hud_panels_COUNT; ++i)
tab_panels[i] = world;
}
float HUD_Panel_InputEvent(float bInputType, float nPrimary, float nSecondary)
vector candidate_pos = '0 0 0';
const float LEVELS_NUM = 4;
float level_height = vid_conheight / LEVELS_NUM;
-:find_tab_panel
+LABEL(find_tab_panel)
level = floor(tab_panel_pos.y / level_height) * level_height; //starting level
candidate_pos.x = (!tab_backward) ? vid_conwidth : 0;
start_posX = tab_panel_pos.x;