
struct opd_s{
uint32_t sub;
uint32_t toc;
};
union color_s
{
struct
{
int8_t r;
int8_t g;
int8_t b;
int8_t a;
};
int32_t color_s;
};
struct hudelem_s
{
float x;
float y;
float z;
float fontScale;
color_s color;
color_s fromColor;
int fadeStartTime;
int scaleStartTime;
int fromX;
int fromY;
int moveStartTime;
int time;
int duration;
float value;
float sort;
color_s glowColor;
int fxBirthTime;
int targetEntNum;
short label;
short width;
short height;
short fromWidth;
short fromHeight;
short scaleTime;
short moveTime;
short text;
short fxLetterTime;
short fxDecayStartTime;
short fxDecayDuration;
short fxRedactDecayStartTime;
short fxRedactDecayDuration;
short flags;
char type;
char font;
char alignOrg;
char alignScreen;
char materialIndex;
char offscreenMaterialIdx;
char fromAlignOrg;
char fromAlignScreen;
char soundID;
char ui3dWindow;
short unknown;
};
struct game_hudelem_s
{
hudelem_s elem;
int clientNum;
int teamNum;
int archived;
};
opd_s GLS = { 0x00370638, 0x00A43AA0 };
int(*G_LocalizedStringIndex)(const char* String) = (int(*)(const char*))&GLS;
opd_s GMI = { 0x003705D0, 0x00A43AA0 };
int(*G_MaterialIndex)(const char* Material) = (int(*)(const char*))&GMI;
opd_s HEA = { 0x00370238, 0x00A43AA0 };
game_hudelem_s*(*HudElemAlloc)(int32_t client, int32_t teamNum) = (game_hudelem_s*(*)(int32_t, int32_t))&HEA;
game_hudelem_s* setShader(int clientIndex, const char* Shader, int Width, int Height, float X, float Y, int Allign = 5, unsigned char R = 0, unsigned char G = 0, unsigned char B = 0, unsigned char A = 0)
{
game_hudelem_s* elem = HudElemAlloc(clientIndex, 0);
elem->clientNum = clientIndex;
elem->elem.type = 6;
elem->elem.materialIndex = G_MaterialIndex(Shader);
elem->elem.width = Width;
elem->elem.height = Height;
elem->elem.x = X;
elem->elem.y = Y;
elem->elem.alignOrg = Allign;
elem->elem.color.r = R;
elem->elem.color.g = G;
elem->elem.color.b = B;
elem->elem.color.a = A;
return elem;
}
game_hudelem_s* setText(int clientIndex, const char* Text, int Font, float FontScale, float X, float Y, int Allign, unsigned char R = 0, unsigned char G = 0, unsigned char B = 0, unsigned char A = 0,unsigned char glowR = 0, unsigned char glowG = 0, unsigned char glowB = 0, unsigned char glowA = 0)
{
game_hudelem_s* elem = HudElemAlloc(clientIndex, 0);
elem->clientNum = clientIndex;
elem->elem.type = 1;
elem->elem.text = G_LocalizedStringIndex(Text);
elem->elem.font = Font;
elem->elem.fontScale = FontScale;
elem->elem.x = X;
elem->elem.y = Y;
elem->elem.alignOrg = Allign;
elem->elem.alignScreen = 6;
elem->elem.color.r = R;
elem->elem.color.g = G;
elem->elem.color.b = B;
elem->elem.color.a = A;
elem->elem.glowColor.r = glowR;
elem->elem.glowColor.g = glowG;
elem->elem.glowColor.b = glowB;
elem->elem.glowColor.a = glowA;
return elem;
}

struct opd_s{
uint32_t sub;
uint32_t toc;
};
union color_s
{
struct
{
int8_t r;
int8_t g;
int8_t b;
int8_t a;
};
int32_t color_s;
};
struct hudelem_s
{
float x;
float y;
float z;
float fontScale;
color_s color;
color_s fromColor;
int fadeStartTime;
int scaleStartTime;
int fromX;
int fromY;
int moveStartTime;
int time;
int duration;
float value;
float sort;
color_s glowColor;
int fxBirthTime;
int targetEntNum;
short label;
short width;
short height;
short fromWidth;
short fromHeight;
short scaleTime;
short moveTime;
short text;
short fxLetterTime;
short fxDecayStartTime;
short fxDecayDuration;
short fxRedactDecayStartTime;
short fxRedactDecayDuration;
short flags;
char type;
char font;
char alignOrg;
char alignScreen;
char materialIndex;
char offscreenMaterialIdx;
char fromAlignOrg;
char fromAlignScreen;
char soundID;
char ui3dWindow;
short unknown;
};
struct game_hudelem_s
{
hudelem_s elem;
int clientNum;
int teamNum;
int archived;
};
opd_s GLS = { 0x00370638, 0x00A43AA0 };
int(*G_LocalizedStringIndex)(const char* String) = (int(*)(const char*))&GLS;
opd_s GMI = { 0x003705D0, 0x00A43AA0 };
int(*G_MaterialIndex)(const char* Material) = (int(*)(const char*))&GMI;
opd_s HEA = { 0x00370238, 0x00A43AA0 };
game_hudelem_s*(*HudElemAlloc)(int32_t client, int32_t teamNum) = (game_hudelem_s*(*)(int32_t, int32_t))&HEA;
game_hudelem_s* setShader(int clientIndex, const char* Shader, int Width, int Height, float X, float Y, int Allign = 5, unsigned char R = 0, unsigned char G = 0, unsigned char B = 0, unsigned char A = 0)
{
game_hudelem_s* elem = HudElemAlloc(clientIndex, 0);
elem->clientNum = clientIndex;
elem->elem.type = 6;
elem->elem.materialIndex = G_MaterialIndex(Shader);
elem->elem.width = Width;
elem->elem.height = Height;
elem->elem.x = X;
elem->elem.y = Y;
elem->elem.alignOrg = Allign;
elem->elem.color.r = R;
elem->elem.color.g = G;
elem->elem.color.b = B;
elem->elem.color.a = A;
return elem;
}
game_hudelem_s* setText(int clientIndex, const char* Text, int Font, float FontScale, float X, float Y, int Allign, unsigned char R = 0, unsigned char G = 0, unsigned char B = 0, unsigned char A = 0,unsigned char glowR = 0, unsigned char glowG = 0, unsigned char glowB = 0, unsigned char glowA = 0)
{
game_hudelem_s* elem = HudElemAlloc(clientIndex, 0);
elem->clientNum = clientIndex;
elem->elem.type = 1;
elem->elem.text = G_LocalizedStringIndex(Text);
elem->elem.font = Font;
elem->elem.fontScale = FontScale;
elem->elem.x = X;
elem->elem.y = Y;
elem->elem.alignOrg = Allign;
elem->elem.alignScreen = 6;
elem->elem.color.r = R;
elem->elem.color.g = G;
elem->elem.color.b = B;
elem->elem.color.a = A;
elem->elem.glowColor.r = glowR;
elem->elem.glowColor.g = glowG;
elem->elem.glowColor.b = glowB;
elem->elem.glowColor.a = glowA;
return elem;
}

struct opd_s{
uint32_t sub;
uint32_t toc;
};
union color_s
{
struct
{
int8_t r;
int8_t g;
int8_t b;
int8_t a;
};
int32_t color_s;
};
struct hudelem_s
{
float x;
float y;
float z;
float fontScale;
color_s color;
color_s fromColor;
int fadeStartTime;
int scaleStartTime;
int fromX;
int fromY;
int moveStartTime;
int time;
int duration;
float value;
float sort;
color_s glowColor;
int fxBirthTime;
int targetEntNum;
short label;
short width;
short height;
short fromWidth;
short fromHeight;
short scaleTime;
short moveTime;
short text;
short fxLetterTime;
short fxDecayStartTime;
short fxDecayDuration;
short fxRedactDecayStartTime;
short fxRedactDecayDuration;
short flags;
char type;
char font;
char alignOrg;
char alignScreen;
char materialIndex;
char offscreenMaterialIdx;
char fromAlignOrg;
char fromAlignScreen;
char soundID;
char ui3dWindow;
short unknown;
};
struct game_hudelem_s
{
hudelem_s elem;
int clientNum;
int teamNum;
int archived;
};
opd_s GLS = { 0x00370638, 0x00A43AA0 };
int(*G_LocalizedStringIndex)(const char* String) = (int(*)(const char*))&GLS;
opd_s GMI = { 0x003705D0, 0x00A43AA0 };
int(*G_MaterialIndex)(const char* Material) = (int(*)(const char*))&GMI;
opd_s HEA = { 0x00370238, 0x00A43AA0 };
game_hudelem_s*(*HudElemAlloc)(int32_t client, int32_t teamNum) = (game_hudelem_s*(*)(int32_t, int32_t))&HEA;
game_hudelem_s* setShader(int clientIndex, const char* Shader, int Width, int Height, float X, float Y, int Allign = 5, unsigned char R = 0, unsigned char G = 0, unsigned char B = 0, unsigned char A = 0)
{
game_hudelem_s* elem = HudElemAlloc(clientIndex, 0);
elem->clientNum = clientIndex;
elem->elem.type = 6;
elem->elem.materialIndex = G_MaterialIndex(Shader);
elem->elem.width = Width;
elem->elem.height = Height;
elem->elem.x = X;
elem->elem.y = Y;
elem->elem.alignOrg = Allign;
elem->elem.color.r = R;
elem->elem.color.g = G;
elem->elem.color.b = B;
elem->elem.color.a = A;
return elem;
}
game_hudelem_s* setText(int clientIndex, const char* Text, int Font, float FontScale, float X, float Y, int Allign, unsigned char R = 0, unsigned char G = 0, unsigned char B = 0, unsigned char A = 0,unsigned char glowR = 0, unsigned char glowG = 0, unsigned char glowB = 0, unsigned char glowA = 0)
{
game_hudelem_s* elem = HudElemAlloc(clientIndex, 0);
elem->clientNum = clientIndex;
elem->elem.type = 1;
elem->elem.text = G_LocalizedStringIndex(Text);
elem->elem.font = Font;
elem->elem.fontScale = FontScale;
elem->elem.x = X;
elem->elem.y = Y;
elem->elem.alignOrg = Allign;
elem->elem.alignScreen = 6;
elem->elem.color.r = R;
elem->elem.color.g = G;
elem->elem.color.b = B;
elem->elem.color.a = A;
elem->elem.glowColor.r = glowR;
elem->elem.glowColor.g = glowG;
elem->elem.glowColor.b = glowB;
elem->elem.glowColor.a = glowA;
return elem;
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.