#pragma once bool autocvar_cl_reticle = 1; float autocvar_cl_reticle_normal_alpha = 1; bool autocvar_cl_reticle_weapon = 1; float autocvar_cl_reticle_weapon_alpha = 1; bool autocvar_cl_reticle_stretch; string autocvar_crosshair; string autocvar_crosshair_2d = "54"; float autocvar_crosshair_alpha; string autocvar_crosshair_color; int autocvar_crosshair_color_special; float autocvar_crosshair_color_special_rainbow_brightness = 2; float autocvar_crosshair_color_special_rainbow_delay = 0.1; bool autocvar_crosshair_dot; float autocvar_crosshair_dot_alpha; string autocvar_crosshair_dot_color; bool autocvar_crosshair_dot_color_custom = 1; float autocvar_crosshair_dot_size; bool autocvar_crosshair_effect_scalefade; float autocvar_crosshair_effect_time = 0.2; bool autocvar_crosshair_enabled = 1; bool autocvar_crosshair_hitindication; string autocvar_crosshair_hitindication_color; string autocvar_crosshair_hitindication_per_weapon_color; float autocvar_crosshair_hitindication_speed; bool autocvar_crosshair_hittest; bool autocvar_crosshair_hittest_blur_teammate = 0; bool autocvar_crosshair_hittest_blur_wall = 1; bool autocvar_crosshair_hittest_showimpact; bool autocvar_crosshair_per_weapon; float autocvar_crosshair_pickup; float autocvar_crosshair_pickup_speed; bool autocvar_crosshair_ring; bool autocvar_crosshair_ring_inner; bool autocvar_crosshair_ring_minelayer; float autocvar_crosshair_ring_minelayer_alpha; bool autocvar_crosshair_ring_hagar; float autocvar_crosshair_ring_hagar_alpha; bool autocvar_crosshair_ring_vortex = 1; float autocvar_crosshair_ring_vortex_alpha = 0.15; float autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate = 0.05; float autocvar_crosshair_ring_vortex_currentcharge_scale = 30; float autocvar_crosshair_ring_vortex_inner_alpha = 0.15; float autocvar_crosshair_ring_vortex_inner_color_blue = 0; float autocvar_crosshair_ring_vortex_inner_color_green = 0; float autocvar_crosshair_ring_vortex_inner_color_red = 0.8; bool autocvar_crosshair_ring_arc = 1; vector autocvar_crosshair_ring_arc_hot_color = '1 0 0'; float autocvar_crosshair_ring_arc_cold_alpha = 0.2; float autocvar_crosshair_ring_arc_hot_alpha = 0.5; float autocvar_crosshair_ring_size; bool autocvar_crosshair_ring_reload; float autocvar_crosshair_ring_reload_alpha; float autocvar_crosshair_ring_reload_size; float autocvar_crosshair_size; bool autocvar_crosshair_chase = true; float autocvar_crosshair_chase_playeralpha = 0.25; float vortex_charge_movingavg; // WEAPONTODO vector crosshair_getcolor(entity this, float health_stat); void TrueAim_Init(); void HUD_Crosshair(entity this); void DrawReticle(entity this);