-#ifndef CLIENT_HUD_H
-#define CLIENT_HUD_H
+#pragma once
#include <common/weapons/all.qh>
float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
void HUD_Radar_Hide_Maximized();
+float HUD_GetRowCount(int item_count, vector size, float item_aspect);
+vector HUD_Get_Num_Color (float x, float maxvalue);
+void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha);
+void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha, float fadelerp);
+void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag);
+vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect);
+
void HUD_Reset ();
void HUD_Main ();
+int race_CheckName(string net_name);
+string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname);
+
int vote_yescount;
int vote_nocount;
int vote_needed;
float autocvar_hud_dynamic_follow;
float autocvar_hud_dynamic_follow_scale;
+vector hud_dynamic_shake_realofs;
+float hud_dynamic_shake_factor;
+float hud_dynamic_shake_time;
+
// shared across viewmodel effects and dynamic hud code
vector cl_followmodel_ofs;
float cl_followmodel_time;
panel_bg_padding = panel.current_panel_bg_padding; \
panel_fg_alpha = panel.current_panel_fg_alpha * hud_fade_alpha; \
} \
+ if(hud_dynamic_shake_factor > 0) panel_pos += hud_dynamic_shake_realofs; \
if(hud_dynamic_ofs.y) panel_pos.x += hud_dynamic_ofs.y * vid_conwidth; \
if(hud_dynamic_ofs.z) panel_pos.y += hud_dynamic_ofs.z * vid_conheight; \
if(hud_dynamic_ofs.x) { \
var void HUD_ModIcons_GameType(vector pos, vector size);
void HUD_ModIcons_SetFunc();
-#endif