// Ammo (#1)
+void HUD_Ammo_Export(entity panel, int fh)
+{
+ // allow saving cvars that aesthetically change the panel into hud skin files
+ HUD_Write_Cvar("hud_panel_ammo_onlycurrent");
+ HUD_Write_Cvar("hud_panel_ammo_noncurrent_alpha");
+ HUD_Write_Cvar("hud_panel_ammo_noncurrent_scale");
+ HUD_Write_Cvar("hud_panel_ammo_iconalign");
+ HUD_Write_Cvar("hud_panel_ammo_progressbar");
+ HUD_Write_Cvar("hud_panel_ammo_progressbar_name");
+ HUD_Write_Cvar("hud_panel_ammo_progressbar_xoffset");
+ HUD_Write_Cvar("hud_panel_ammo_text");
+}
+
void DrawNadeProgressBar(vector myPos, vector mySize, float progress, vector color)
{
HUD_Panel_DrawProgressBar(