#pragma once

bool autocvar_cl_vehicles_alarm = false;
bool autocvar_cl_vehicles_hud_tactical = true;
float autocvar_cl_vehicles_hudscale = 0.5;
float autocvar_cl_vehicles_notify_time = 15;
float autocvar_cl_vehicles_crosshair_size = 0.5;
bool autocvar_cl_vehicles_crosshair_colorize = true;
bool autocvar__vehicles_shownchasemessage;
vector autocvar_hud_progressbar_vehicles_ammo1_color;
vector autocvar_hud_progressbar_vehicles_ammo2_color;

const string vCROSS_BURST  = "gfx/vehicles/crosshair_burst";
const string vCROSS_DROP   = "gfx/vehicles/crosshair_drop";
const string vCROSS_GUIDE  = "gfx/vehicles/crosshair_guide";
const string vCROSS_HEAL   = "gfx/vehicles/crosshair_heal";
const string vCROSS_HINT   = "gfx/vehicles/crosshair_hint";
const string vCROSS_LOCK   = "gfx/vehicles/crosshair_lock";
const string vCROSS_RAIN   = "gfx/vehicles/crosshair_rain";

entity dropmark;

const int MAX_AXH = 4;
entity AuxiliaryXhair[MAX_AXH];

.string axh_image;
.float  axh_fadetime;
.int    axh_drawflag;

float alarm1time;
float alarm2time;

vector vehicleHud_Size;
vector vehicleHud_Pos;

#define weapon2mode STAT(VEHICLESTAT_W2MODE)
