#include "cl_vehicles.qh"
-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";
-
-entity dropmark;
-
-const int MAX_AXH = 4;
-entity AuxiliaryXhair[MAX_AXH];
-
-.string axh_image;
-.float axh_fadetime;
-.int axh_drawflag;
-
-float alarm1time;
-float alarm2time;
void vehicle_alarm(entity e, int ch, Sound s0und)
{
- TC(Sound, s0und);
+ TC(Sound, s0und);
if(!autocvar_cl_vehicles_alarm)
return;
if(axh != NULL && !wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
delete(axh);
- axh = spawn();
+ axh = new(AuxiliaryXhair);
axh.draw2d = func_null;
axh.drawmask = MASK_NORMAL;
axh.axh_drawflag = DRAWFLAG_NORMAL;
AuxiliaryXhair[0].axh_image = vCROSS_BURST; // Plasma cannons
AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Raygun
} else {
- Vehicle info = Vehicles_from(hud_id);
+ Vehicle info = REGISTRY_GET(Vehicles, hud_id);
info.vr_setup(info, NULL);
}
}