/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ vector g_hud_color; struct { //Viewmodel stuff entity eViewModel; entity eMuzzleflash; float fNumBones; float fEjectBone; vector vPunchAngle; float fLastWeapon; float fBobTime; float fBob; //Player fields entity ePlayer; vector vPlayerOrigin; vector vPlayerOriginOld; vector vPlayerVelocity; float fPlayerFlags; // Camera Fields //entity ePlayerEnt; vector vCameraPos; vector vCameraAngle; float fCameraTime; //UI fields float fVGUI_Display; // The VGUI menu currently being drawn int iShowScores; // This is seperated from the other VGUI stuff so we can check scores while buying and whatnot //buy menu // We can only carry one item per slot, so this is hacking around the last one float fHUDWeaponSelected; float fHUDWeaponSelectTime; // Input float fInputKeyCode; float fInputKeyASCII; float fInputKeyDown; int iInputAttack2; int iInputReload; int iInputUse; int iInputDuck; float fInputSendNext; } seats[4], *pSeat; void HUD_DrawAmmo1(void); void HUD_DrawAmmo2(void); void HUD_DrawAmmo3(void);