Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
cl_vehicles.qh
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1#pragma once
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12
13const string vCROSS_BURST = "gfx/vehicles/crosshair_burst";
14const string vCROSS_DROP = "gfx/vehicles/crosshair_drop";
15const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide";
16const string vCROSS_HEAL = "gfx/vehicles/crosshair_heal";
17const string vCROSS_HINT = "gfx/vehicles/crosshair_hint";
18const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock";
19const string vCROSS_RAIN = "gfx/vehicles/crosshair_rain";
20
22
23const int MAX_AXH = 4;
25
26.string axh_image;
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35
36#define weapon2mode STAT(VEHICLESTAT_W2MODE)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
vector vehicleHud_Pos
vector autocvar_hud_progressbar_vehicles_ammo2_color
const string vCROSS_LOCK
int axh_drawflag
string axh_image
vector vehicleHud_Size
const string vCROSS_GUIDE
bool autocvar_cl_vehicles_alarm
Definition cl_vehicles.qh:3
float alarm1time
float alarm2time
float autocvar_cl_vehicles_hudscale
Definition cl_vehicles.qh:5
const int MAX_AXH
const string vCROSS_HEAL
vector autocvar_hud_progressbar_vehicles_ammo1_color
float autocvar_cl_vehicles_crosshair_size
Definition cl_vehicles.qh:7
bool autocvar_cl_vehicles_crosshair_colorize
Definition cl_vehicles.qh:8
float axh_fadetime
const string vCROSS_BURST
entity dropmark
const string vCROSS_HINT
bool autocvar__vehicles_shownchasemessage
Definition cl_vehicles.qh:9
const string vCROSS_DROP
float autocvar_cl_vehicles_notify_time
Definition cl_vehicles.qh:6
const string vCROSS_RAIN
bool autocvar_cl_vehicles_hud_tactical
Definition cl_vehicles.qh:4
entity AuxiliaryXhair[MAX_AXH]
vector
Definition self.qh:92