#pragma once bool autocvar_cl_vehicles_alarm = false; bool autocvar_cl_vehicles_hud_tactical = true; float autocvar_cl_vehicles_hudscale = 0.5; float autocvar_cl_vehicles_notify_time = 15; float autocvar_cl_vehicles_crosshair_size = 0.5; bool autocvar_cl_vehicles_crosshair_colorize = true; bool autocvar__vehicles_shownchasemessage; vector autocvar_hud_progressbar_vehicles_ammo1_color; vector autocvar_hud_progressbar_vehicles_ammo2_color; 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; const int MAX_AXH = 4; entity AuxiliaryXhair[MAX_AXH]; .string axh_image; .float axh_fadetime; .int axh_drawflag; float alarm1time; float alarm2time; vector vehicleHud_Size; vector vehicleHud_Pos; #define weapon2mode STAT(VEHICLESTAT_W2MODE)