weapon_clipload = STAT(WEAPON_CLIPLOAD);
weapon_clipsize = STAT(WEAPON_CLIPSIZE);
- float vortex_charge, vortex_chargepool;
- vortex_charge = STAT(VORTEX_CHARGE);
- vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
+ entity wepent = viewmodels[0]; // TODO: unhardcode
- float arc_heat = STAT(ARC_HEAT);
+ float arc_heat = wepent.arc_heat_percent;
+ float vcharge = wepent.vortex_charge;
+ float vchargepool = wepent.vortex_chargepool_ammo;
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
- vortex_charge_movingavg = vortex_charge;
-
- entity wepent = viewmodels[0]; // TODO: unhardcode
+ vortex_charge_movingavg = vcharge;
// handle the values
- if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+ if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
- if (vortex_chargepool || use_vortex_chargepool) {
+ if (vchargepool || use_vortex_chargepool) {
use_vortex_chargepool = 1;
- ring_inner_value = vortex_chargepool;
+ ring_inner_value = vchargepool;
} else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
}
ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
ring_inner_image = "gfx/crosshair_ring_inner.tga";
// draw the outer ring to show the current charge of the weapon
- ring_value = vortex_charge;
+ ring_value = vcharge;
ring_alpha = autocvar_crosshair_ring_vortex_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
- ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+ ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
{
- ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
+ ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";