void CSQC_RAPTOR_HUD()
{
- float rockets, reload, heat, hp, shield, energy;
+ float reload, hp, shield, energy;
vector picsize, hudloc;
// Fetch health & ammo stats
vector myTarget;
myTarget = myPos;
- vector targPos;
- vector targSize;
vector myCenter;
vector targCenter;
myCenter = '0 0 0'; // shut up fteqcc, there IS a reference
vector HUD_Panel_CheckResize(vector mySize, vector resizeorigin) {
float i;
- float targBorder;
- vector targPos;
- vector targSize;
vector targEndPos;
- vector dist;
+ float dist_x, dist_y;
float ratio;
ratio = mySize_x/mySize_y;
highlightcheck = HUD_Panel_HighlightCheck();
}
// draw cursor after performing move/resize to have the panel pos/size updated before highlightcheck
- string cursor;
vector cursorsize;
cursorsize = '32 32 0';
void HUD_Weapons(void)
{
float f, screen_ar;
- vector center;
+ float center_x, center_y;
if(!autocvar_hud_panel_weapons && !autocvar__hud_configure)
return;
default: fullammo = 60;
}
- vector barsize;
- vector barpos;
+ float barsize_x, barsize_y, barpos_x, barpos_y;
if(wpnsize_x/wpnsize_y > autocvar_hud_panel_weapons_aspect)
{
barsize_x = autocvar_hud_panel_weapons_aspect * wpnsize_y;
void DrawNumIcon(float iconalign, vector myPos, vector mySize, float x, string icon, float left, vector color, float alpha)
{
- vector newSize, newPos;
+ vector newPos;
+ float newSize_x, newSize_y;
if(mySize_x/mySize_y > 3)
{
newSize_x = 3 * mySize_y;