return;
}
- if(1 - scoreboard_fade_alpha <= 0)
- return;
- HUD_Panel_UpdateCvars(1 - scoreboard_fade_alpha);
+ HUD_Panel_LoadCvars();
draw_beginBoldFont();
ammo_size.y = newSize;
}
- Weapon wep = switchweapon;
+ entity wepent = viewmodels[0]; // TODO: unhardcode
+
+ Weapon wep = wepent.switchweapon;
int i;
bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
row = column = 0;