-#define hud_bg "gfx/vehicles/frame.tga"
-#define hud_sh "gfx/vehicles/vh-shield.tga"
-
-#define hud_hp_bar "gfx/vehicles/bar_up_left.tga"
-#define hud_hp_ico "gfx/vehicles/health.tga"
-#define hud_sh_bar "gfx/vehicles/bar_dwn_left.tga"
-#define hud_sh_ico "gfx/vehicles/shield.tga"
-
-#define hud_ammo1_bar "gfx/vehicles/bar_up_right.tga"
-#define hud_ammo1_ico "gfx/vehicles/bullets.tga"
-#define hud_ammo2_bar "gfx/vehicles/bar_dwn_right.tga"
-#define hud_ammo2_ico "gfx/vehicles/rocket.tga"
-#define hud_energy "gfx/vehicles/energy.tga"
-
-#define SBRM_FIRST 1
-#define SBRM_VOLLY 1
-#define SBRM_GUIDE 2
-#define SBRM_ARTILLERY 3
-#define SBRM_LAST 3
-
-#define RSM_FIRST 1
-#define RSM_BOMB 1
-#define RSM_FLARE 2
-#define RSM_LAST 2
+const string hud_bg = "gfx/vehicles/frame.tga";
+const string hud_sh "= gfx/vehicles/vh-shield.tga";
+
+const string hud_hp_bar = "gfx/vehicles/bar_up_left.tga";
+const string hud_hp_ico = "gfx/vehicles/health.tga";
+const string hud_sh_bar = "gfx/vehicles/bar_dwn_left.tga";
+const string hud_sh_ico = "gfx/vehicles/shield.tga";
+
+const string hud_ammo1_bar = "gfx/vehicles/bar_up_right.tga";
+const string hud_ammo1_ico = "gfx/vehicles/bullets.tga";
+const string hud_ammo2_bar = "gfx/vehicles/bar_dwn_right.tga";
+const string hud_ammo2_ico = "gfx/vehicles/rocket.tga";
+const string hud_energy = "gfx/vehicles/energy.tga";
+
+const int SBRM_FIRST = 1;
+const int SBRM_VOLLY = 1;
+const int SBRM_GUIDE = 2;
+const int SBRM_ARTILLERY = 3;
+const int SBRM_LAST = 3;
+
+const int RSM_FIRST = 1;
+const int RSM_BOMB = 1;
+const int RSM_FLARE = 2;
+const int RSM_LAST = 2;
entity dropmark;
var float autocvar_cl_vehicles_hudscale = 0.5;
var float autocvar_cl_vehicles_hudalpha = 0.75;
-#define raptor_ico "gfx/vehicles/raptor.tga"
-#define raptor_gun "gfx/vehicles/raptor_guns.tga"
-#define raptor_bomb "gfx/vehicles/raptor_bombs.tga"
-#define raptor_drop "gfx/vehicles/axh-dropcross.tga"
+const string raptor_ico = "gfx/vehicles/raptor.tga";
+const string raptor_gun = "gfx/vehicles/raptor_guns.tga";
+const string raptor_bomb = "gfx/vehicles/raptor_bombs.tga";
+const string raptor_drop = "gfx/vehicles/axh-dropcross.tga";
string raptor_xhair;
void CSQC_WAKIZASHI_HUD();
void CSQC_BUMBLE_HUD();
void CSQC_BUMBLE_GUN_HUD();
-#define MAX_AXH 4
+const int MAX_AXH = 4;
entity AuxiliaryXhair[MAX_AXH];
.string axh_image;
.float axh_drawflag;
.float axh_scale;
-#define bumb_ico "gfx/vehicles/bumb.tga"
-#define bumb_lgun "gfx/vehicles/bumb_lgun.tga"
-#define bumb_rgun "gfx/vehicles/bumb_rgun.tga"
+const string bumb_ico = "gfx/vehicles/bumb.tga";
+const string bumb_lgun = "gfx/vehicles/bumb_lgun.tga";
+const string bumb_rgun = "gfx/vehicles/bumb_rgun.tga";
-#define bumb_gun_ico "gfx/vehicles/bumb_side.tga"
-#define bumb_gun_gun "gfx/vehicles/bumb_side_gun.tga"
+const string bumb_gun_ico = "gfx/vehicles/bumb_side.tga";
+const string bumb_gun_gun = "gfx/vehicles/bumb_side_gun.tga";
-#define spider_ico "gfx/vehicles/sbot.tga"
-#define spider_rkt "gfx/vehicles/sbot_rpods.tga"
-#define spider_mgun "gfx/vehicles/sbot_mguns.tga"
+const string spider_ico = "gfx/vehicles/sbot.tga";
+const string spider_rkt = "gfx/vehicles/sbot_rpods.tga";
+const string spider_mgun = "gfx/vehicles/sbot_mguns.tga";
string spider_xhair; // = "gfx/vehicles/axh-special1.tga";
-#define waki_ico "gfx/vehicles/waki.tga"
-#define waki_eng "gfx/vehicles/waki_e.tga"
-#define waki_gun "gfx/vehicles/waki_guns.tga"
-#define waki_rkt "gfx/vehicles/waki_rockets.tga"
-#define waki_xhair "gfx/vehicles/axh-special1.tga"
+const string waki_ico = "gfx/vehicles/waki.tga";
+const string waki_eng = "gfx/vehicles/waki_e.tga";
+const string waki_gun = "gfx/vehicles/waki_guns.tga";
+const string waki_rkt = "gfx/vehicles/waki_rockets.tga";
+const string waki_xhair = "gfx/vehicles/axh-special1.tga";
float alarm1time;
float alarm2time;
-float weapon2mode;
+int weapon2mode;
void AuxiliaryXhair_Draw2D()
{
self.draw2d = func_null;
}
-void Net_AuXair2(float bIsNew)
+void Net_AuXair2(bool bIsNew)
{
- float axh_id = bound(0, ReadByte(), MAX_AXH);
+ int axh_id = bound(0, ReadByte(), MAX_AXH);
entity axh = AuxiliaryXhair[axh_id];
if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
void Net_VehicleSetup()
{
-
- float i;
-
- float hud_id = ReadByte();
+ int i;
+ int hud_id = ReadByte();
// Weapon update?
if(hud_id > HUD_VEHICLE_LAST)
}
}
#define HUD_GETSTATS \
- 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);
+ local noref int vh_health = getstati(STAT_VEHICLESTAT_HEALTH); \
+ local noref int shield = getstati(STAT_VEHICLESTAT_SHIELD); \
+ local noref int energy = getstati(STAT_VEHICLESTAT_ENERGY); \
+ local noref int ammo1 = getstati(STAT_VEHICLESTAT_AMMO1); \
+ local noref int reload1 = getstati(STAT_VEHICLESTAT_RELOAD1); \
+ local noref int ammo2 = getstati(STAT_VEHICLESTAT_AMMO2); \
+ local noref int reload2 = getstati(STAT_VEHICLESTAT_RELOAD2);
void CSQC_BUMBLE_HUD()
{
return;
vector picsize, hudloc = '0 0 0', pic2size, picloc;
- float i;
+ int i;
// Fetch health & ammo stats
HUD_GETSTATS