else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
{
vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
- if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1)
+ if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
{
traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
- csqcplayer.alpha = min(crosshair_chase_playeralpha, myalpha);
+ csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
else
csqcplayer.alpha = csqcplayer.m_alpha;
}
vid_width = vf_size.x;
vid_height = vf_size.y;
+ ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
+
WaypointSprite_Load();
CSQCPlayer_SetCamera();
current_player = player_localnum;
myteam = entcs_GetTeam(current_player);
- ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
-
// abused multiple places below
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
renderscene();
- // now switch to 2D drawing mode by calling a 2D drawing function
- // then polygon drawing will draw as 2D stuff, and NOT get queued until the
- // next R_RenderScene call
- drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
+ // Now the the scene has been rendered, begin with the 2D drawing functions
View_NightVision();
DrawReticle(local_player);