const string vCROSS_HINT = "gfx/vehicles/crosshair_hint.tga";
const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock.tga";
const string vCROSS_RAIN = "gfx/vehicles/crosshair_rain.tga";
-const string vCROSS_TANK = "gfx/vehicles/crosshair_tank.tga";
-const string vCROSS_TANK2 = "gfx/vehicles/crosshair_tank2.tga";
entity dropmark;
}
// Bumblebee gunner crosshairs
- if(hud == VEH_BUMBLEBEE)
+ if(hud == VEH_BUMBLEBEE.vehicleid)
{
tmpSize = '1 1 1' * hud_fontsize;
tmpPos.x = hudPos.x + hudSize.x * (520/768);
}
// Raptor bomb crosshair
- if(hud == VEH_RAPTOR && weapon2mode != RSM_FLARE)
+ if(hud == VEH_RAPTOR.vehicleid && weapon2mode != RSM_FLARE)
{
vector where;