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;
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;
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;
203 drawsetcliparea(tmpPos.x + (tmpSize.x * (1 - shield)), tmpPos.y, tmpSize.x, tmpSize.y);
311 vector wcross_color =
'1 1 1';
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void Vehicles_drawCrosshair(string crosshair)
void vehicle_alarm(entity e, int ch, Sound s0und)
void Vehicles_drawHUD(string vehicle, string vehicleWeapon1, string vehicleWeapon2, string iconAmmo1, vector colorAmmo1, string iconAmmo2, vector colorAmmo2)
void AuxiliaryXhair_Draw2D(entity this)
bool autocvar_cl_vehicles_alarm
float autocvar_cl_vehicles_hudscale
float autocvar_cl_vehicles_crosshair_size
bool autocvar_cl_vehicles_crosshair_colorize
const string vCROSS_BURST
bool autocvar__vehicles_shownchasemessage
entity AuxiliaryXhair[MAX_AXH]
virtual void vr_setup()
(BOTH) setup vehicle data
#define drawsetcliparea(xposition, yposition, w, h)
#define drawstring(position, text, scale, rgb, alpha, flag)
#define drawpic(position, pic, size, rgb, alpha, flag)
#define drawpic_skin(pos, pic, sz, color, theAlpha, drawflag)
#define getcommandkey(cmd_name, command)
IntrusiveList g_drawables_2d
const int HUD_BUMBLEBEE_GUN
vector crosshair_getcolor(entity this, float health_stat)
float autocvar_crosshair_alpha
const float DRAWFLAG_NORMAL
const float DRAWFLAG_ADDITIVE
vector autocvar_hud_progressbar_armor_color
vector autocvar_hud_progressbar_health_color
float autocvar_hud_progressbar_alpha
float autocvar_hud_panel_bg_alpha
vector autocvar_hud_panel_bg_color
float autocvar_hud_panel_bg_color_team
float autocvar_hud_panel_fg_alpha
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
noref float vid_conheight
#define NET_HANDLE(id, param)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define REGISTRY_GET(id, i)
float health
Legacy fields for the resources. To be removed.
const float VOL_BASEVOICE
const int CH_TRIGGER_SINGLE
#define sound(e, c, s, v, a)
entity vehicle
Entity to disply the shild effect on damage.
vector project_3d_to_2d(vector vec)