#pragma once #include "../panel.qh" bool autocvar_hud_panel_weapons; bool autocvar_hud_panel_weapons_accuracy; bool autocvar_hud_panel_weapons_ammo; float autocvar_hud_panel_weapons_ammo_alpha; string autocvar_hud_panel_weapons_ammo_color; int autocvar_hud_panel_weapons_ammo_full_cells; int autocvar_hud_panel_weapons_ammo_full_plasma; int autocvar_hud_panel_weapons_ammo_full_fuel; int autocvar_hud_panel_weapons_ammo_full_nails; int autocvar_hud_panel_weapons_ammo_full_rockets; int autocvar_hud_panel_weapons_ammo_full_shells; float autocvar_hud_panel_weapons_aspect; bool autocvar_hud_panel_weapons_complainbubble; string autocvar_hud_panel_weapons_complainbubble_color_donthave; string autocvar_hud_panel_weapons_complainbubble_color_outofammo; string autocvar_hud_panel_weapons_complainbubble_color_unavailable; float autocvar_hud_panel_weapons_complainbubble_fadetime; float autocvar_hud_panel_weapons_complainbubble_padding; float autocvar_hud_panel_weapons_complainbubble_time; bool autocvar_hud_panel_weapons_dynamichud = true; bool autocvar_hud_panel_weapons_hide_ondeath = false; int autocvar_hud_panel_weapons_label; float autocvar_hud_panel_weapons_label_scale = 0.5; int autocvar_hud_panel_weapons_onlyowned; float autocvar_hud_panel_weapons_noncurrent_alpha = 1; float autocvar_hud_panel_weapons_noncurrent_scale = 1; float autocvar_hud_panel_weapons_selection_radius = 0; float autocvar_hud_panel_weapons_selection_speed = 10; float autocvar_hud_panel_weapons_timeout; int autocvar_hud_panel_weapons_timeout_effect; bool autocvar_hud_panel_weapons_orderbyimpulse = true; float autocvar_hud_panel_weapons_timeout_fadebgmin; float autocvar_hud_panel_weapons_timeout_fadefgmin; float autocvar_hud_panel_weapons_timeout_speed_in = 0.25; float autocvar_hud_panel_weapons_timeout_speed_out = 0.75; string autocvar_accuracy_color_levels; string autocvar_cl_weaponpriority; const int MAX_ACCURACY_LEVELS = 10; float acc_lev[MAX_ACCURACY_LEVELS]; vector acc_col[MAX_ACCURACY_LEVELS]; float acc_col_loadtime; int acc_levels; string acc_color_levels; void Accuracy_LoadLevels(); void Accuracy_LoadColors(); vector Accuracy_GetColor(float accuracy);