22 pos.x -= 0.5 * size.x;
23 pos.y -= 0.5 * size.y;
39 if(axh ==
NULL || wasfreed(axh))
41 axh =
new(auxiliary_crosshair);
45 axh.axh_fadetime = 0.1;
54 axh.origin = ReadVector();
59 axh.colormod_x = ReadByte() / 255;
60 axh.colormod_y = ReadByte() / 255;
61 axh.colormod_z = ReadByte() / 255;
71 int hud_id = ReadByte();
76 if(hud_id == 0 || hud_id == HUD_NORMAL)
81 for(
int i = 0; i <
MAX_AXH; ++i)
85 if(axh !=
NULL && !wasfreed(axh))
95 for(
int i = 0; i <
MAX_AXH; ++i)
99 if(axh !=
NULL && !wasfreed(axh))
106 axh.axh_fadetime = 0.1;
113 if(hud_id == HUD_BUMBLEBEE_GUN)
119 info.vr_setup(info,
NULL);
125 string vehicleWeapon1,
126 string vehicleWeapon2,
138 float blinkValue = 0.55 +
sin(
time * 7) * 0.45;
140 float health = STAT(VEHICLESTAT_HEALTH) * 0.01;
141 float shield = STAT(VEHICLESTAT_SHIELD) * 0.01;
142 float energy = STAT(VEHICLESTAT_ENERGY) * 0.01;
143 float ammo1 = STAT(VEHICLESTAT_AMMO1) * 0.01;
144 float reload1 = STAT(VEHICLESTAT_RELOAD1) * 0.01;
145 float ammo2 = STAT(VEHICLESTAT_AMMO2) * 0.01;
146 float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
149 ammo1 = (ammo1) ? ammo1 : energy;
154 frame =
"gfx/hud/default/vehicle_frame";
167 float tmpblinkValue = 0.55 +
sin(
time * 3) * 0.45;
197 drawsetcliparea(tmpPos.x + (tmpSize.x * (1 - health)), tmpPos.y, tmpSize.x, tmpSize.y);
203 drawsetcliparea(tmpPos.x + (tmpSize.x * (1 - shield)), tmpPos.y, tmpSize.x, tmpSize.y);
311 vector wcross_color =
'1 1 1';
const string vCROSS_BURST
bool autocvar_cl_vehicles_crosshair_colorize
float autocvar_hud_panel_bg_color_team
vector project_3d_to_2d(vector vec)
void Vehicles_drawCrosshair(string crosshair)
vector autocvar_hud_progressbar_armor_color
float autocvar_hud_panel_fg_alpha
float autocvar_crosshair_alpha
float autocvar_cl_vehicles_hudscale
#define REGISTRY_GET(id, i)
void Vehicles_drawHUD(string vehicle, string vehicleWeapon1, string vehicleWeapon2, string iconAmmo1, vector colorAmmo1, string iconAmmo2, vector colorAmmo2)
#define getcommandkey(cmd_name, command)
void vehicle_alarm(entity e, int ch, Sound s0und)
bool autocvar_cl_vehicles_alarm
float autocvar_hud_panel_bg_alpha
const float DRAWFLAG_ADDITIVE
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
entity AuxiliaryXhair[MAX_AXH]
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
bool autocvar__vehicles_shownchasemessage
vector autocvar_hud_progressbar_health_color
#define drawpic_skin(pos, pic, sz, color, theAlpha, drawflag)
const float DRAWFLAG_NORMAL
NET_HANDLE(ENT_CLIENT_AUXILIARYXHAIR, bool isnew)
const int CH_TRIGGER_SINGLE
vector(float skel, float bonenum) _skel_get_boneabs_hidden
vector crosshair_getcolor(entity this, float health_stat)
void AuxiliaryXhair_Draw2D(entity this)
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
const float VOL_BASEVOICE
#define sound(e, c, s, v, a)
float autocvar_hud_progressbar_alpha
vector autocvar_hud_panel_bg_color
float autocvar_cl_vehicles_crosshair_size
IntrusiveList g_drawables_2d