// Scoreboard (#24)
+void Scoreboard_Draw_Export(entity panel, int fh)
+{
+ // allow saving cvars that aesthetically change the panel into hud skin files
+ HUD_Write_Cvar("hud_panel_scoreboard_fadeinspeed");
+ HUD_Write_Cvar("hud_panel_scoreboard_fadeoutspeed");
+ HUD_Write_Cvar("hud_panel_scoreboard_respawntime_decimals");
+ HUD_Write_Cvar("hud_panel_scoreboard_table_bg_alpha");
+ HUD_Write_Cvar("hud_panel_scoreboard_table_bg_scale");
+ HUD_Write_Cvar("hud_panel_scoreboard_table_fg_alpha");
+ HUD_Write_Cvar("hud_panel_scoreboard_table_fg_alpha_self");
+ HUD_Write_Cvar("hud_panel_scoreboard_table_highlight");
+ HUD_Write_Cvar("hud_panel_scoreboard_table_highlight_alpha");
+ HUD_Write_Cvar("hud_panel_scoreboard_table_highlight_alpha_self");
+ HUD_Write_Cvar("hud_panel_scoreboard_bg_teams_color_team");
+ HUD_Write_Cvar("hud_panel_scoreboard_accuracy_doublerows");
+ HUD_Write_Cvar("hud_panel_scoreboard_accuracy_nocolors");
+}
+
const int MAX_SBT_FIELDS = MAX_SCORE;
PlayerScoreField sbt_field[MAX_SBT_FIELDS + 1];