vector autocvar_hud_progressbar_vehicles_ammo1_color;
vector autocvar_hud_progressbar_vehicles_ammo2_color;
-const string vCROSS_BURST = "gfx/vehicles/crosshair_burst.tga";
-const string vCROSS_DROP = "gfx/vehicles/crosshair_drop.tga";
-const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide.tga";
-const string vCROSS_HEAL = "gfx/vehicles/crosshair_heal.tga";
-const string vCROSS_HINT = "gfx/vehicles/crosshair_hint.tga";
-const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock.tga";
-const string vCROSS_RAIN = "gfx/vehicles/crosshair_rain.tga";
+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;
vector vehicleHud_Size;
vector vehicleHud_Pos;
-void RaptorCBShellfragDraw(entity this);
-void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang);
-
#define weapon2mode STAT(VEHICLESTAT_W2MODE)