// Weapons (#0)
+void HUD_Weapons_Export(entity panel, int fh)
+{
+ HUD_Write_Cvar("hud_panel_weapons_accuracy");
+ HUD_Write_Cvar("hud_panel_weapons_label");
+ HUD_Write_Cvar("hud_panel_weapons_label_scale");
+ HUD_Write_Cvar("hud_panel_weapons_complainbubble");
+ HUD_Write_Cvar("hud_panel_weapons_complainbubble_padding");
+ HUD_Write_Cvar("hud_panel_weapons_complainbubble_time");
+ HUD_Write_Cvar("hud_panel_weapons_complainbubble_fadetime");
+ HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_outofammo");
+ HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_donthave");
+ HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_unavailable");
+ HUD_Write_Cvar("hud_panel_weapons_ammo");
+ HUD_Write_Cvar("hud_panel_weapons_ammo_color");
+ HUD_Write_Cvar("hud_panel_weapons_ammo_alpha");
+ HUD_Write_Cvar("hud_panel_weapons_aspect");
+ HUD_Write_Cvar("hud_panel_weapons_timeout");
+ HUD_Write_Cvar("hud_panel_weapons_timeout_effect");
+ HUD_Write_Cvar("hud_panel_weapons_timeout_fadebgmin");
+ HUD_Write_Cvar("hud_panel_weapons_timeout_fadefgmin");
+ HUD_Write_Cvar("hud_panel_weapons_timeout_speed_in");
+ HUD_Write_Cvar("hud_panel_weapons_timeout_speed_out");
+ HUD_Write_Cvar("hud_panel_weapons_onlyowned");
+ HUD_Write_Cvar("hud_panel_weapons_noncurrent_alpha");
+ HUD_Write_Cvar("hud_panel_weapons_noncurrent_scale");
+ HUD_Write_Cvar("hud_panel_weapons_selection_radius");
+ HUD_Write_Cvar("hud_panel_weapons_selection_speed");
+}
+
entity weaponorder[Weapons_MAX];
void weaponorder_swap(int i, int j, entity pass)
{