-// vehicle cvars
-var float autocvar_cl_vehicles_alarm = 1;
-var float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
-var float autocvar_cl_vehicle_spiderbot_cross_size = 1;
-var float autocvar_cl_vehicles_hud_tactical = 1;
+#pragma once
-void RaptorCBShellfragDraw();
+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;
+
+vector vehicleHud_Size;
+vector vehicleHud_Pos;
+
+void RaptorCBShellfragDraw(entity this);
void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang);
-#define HUD_GETVEHICLESTATS \
- local noref float vh_health = getstati(STAT_VEHICLESTAT_HEALTH); \
- local noref float shield = getstati(STAT_VEHICLESTAT_SHIELD); \
- local noref float energy = getstati(STAT_VEHICLESTAT_ENERGY); \
- local noref float ammo1 = getstati(STAT_VEHICLESTAT_AMMO1); \
- local noref float reload1 = getstati(STAT_VEHICLESTAT_RELOAD1); \
- local noref float ammo2 = getstati(STAT_VEHICLESTAT_AMMO2); \
- local noref float reload2 = getstati(STAT_VEHICLESTAT_RELOAD2);
+#define weapon2mode STAT(VEHICLESTAT_W2MODE)