seta crosshair_color_by_health 0 "if enabled, crosshair color will depend on current health"
// ring around crosshair, used for various purposes (such as indicating bullets left in clip, nex charge)
+seta crosshair_ring 1 "main cvar to enable or disable crosshair rings"
+seta crosshair_ring_inner 0 "allow inner rings to be drawn too"
seta crosshair_ring_size 2 "bullet counter ring size for Rifle, velocity ring for Nex"
seta crosshair_ring_alpha 0.2 "ring alpha"
+seta crosshair_ring_sniperrifle 1 "draw a ring showing the ammount of ammo left in the sniperrifle
seta crosshair_ring_sniperrifle_alpha 0.15
-seta crosshair_ring_nex_outer_alpha 0.15
+seta crosshair_ring_nex 1 "draw a ring showing the current charge of the nexgun"
+seta crosshair_ring_nex_alpha 0.15
seta crosshair_ring_nex_inner_alpha 0.15
seta crosshair_ring_nex_inner_color_red 0.8
seta crosshair_ring_nex_inner_color_green 0
seta crosshair_ring_nex_currentcharge_scale 30
seta crosshair_ring_nex_currentcharge_movingavg_rate 0.05
+seta crosshair_ring_minelayer 1
+seta crosshair_ring_minelayer_alpha 0.15
+
seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)"
seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha"
exec effects-normal.cfg
exec physicsX0.cfg
exec turrets.cfg
- exec font-xolonium.cfg
// hud cvar descriptions
exec _hud_descriptions.cfg
float autocvar_crosshair_per_weapon;
float autocvar_crosshair_pickup;
float autocvar_crosshair_pickup_speed;
-float autocvar_crosshair_ring_sniperrifle_alpha;
+float autocvar_crosshair_ring;
+float autocvar_crosshair_ring_inner;
+float autocvar_crosshair_ring_minelayer;
+float autocvar_crosshair_ring_minelayer_alpha;
+float autocvar_crosshair_ring_nex;
+float autocvar_crosshair_ring_nex_alpha;
float autocvar_crosshair_ring_nex_currentcharge_movingavg_rate;
float autocvar_crosshair_ring_nex_currentcharge_scale;
float autocvar_crosshair_ring_nex_inner_alpha;
float autocvar_crosshair_ring_nex_inner_color_blue;
float autocvar_crosshair_ring_nex_inner_color_green;
float autocvar_crosshair_ring_nex_inner_color_red;
-float autocvar_crosshair_ring_nex_outer_alpha;
float autocvar_crosshair_ring_size;
+float autocvar_crosshair_ring_sniperrifle;
+float autocvar_crosshair_ring_sniperrifle_alpha;
float autocvar_crosshair_size;
float autocvar_ekg;
float autocvar_fov;
float autocvar_hud_panel_notify;
float autocvar_hud_panel_notify_fadetime;
float autocvar_hud_panel_notify_flip;
+ float autocvar_hud_panel_notify_fontsize;
float autocvar_hud_panel_notify_print;
float autocvar_hud_panel_notify_time;
float autocvar_hud_panel_powerups;
.vector pos1, pos2;
.vector mangle;
- .float cvar_cl_hitsound;
-
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
.float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
.float speedrunning;
// Q3 support
- .float notteam;
- .float notsingle;
- .float notfree;
- .float notq3a;
float q3acompat_machineshotgunswap;
// database
float client_cefc_accumulatortime;
#endif
+.float minelayer_mines;
.float sniperrifle_bulletcounter;
.float wish_reload;
addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);
addstat(STAT_HIT_TIME, AS_FLOAT, hit_time);
addstat(STAT_TYPEHIT_TIME, AS_FLOAT, typehit_time);
+ addstat(STAT_LAYED_MINES, AS_INT, minelayer_mines);
addstat(STAT_NEX_CHARGE, AS_FLOAT, nex_charge);
addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
{
if(self.enemy.typehitsound)
self.typehit_time = time;
- else if(self.enemy.hitsound && self.cvar_cl_hitsound)
+ else if(self.enemy.hitsound)
self.hit_time = time;
}
else
{
if(self.typehitsound)
self.typehit_time = time;
- else if(self.hitsound && self.cvar_cl_hitsound)
+ else if(self.hitsound)
self.hit_time = time;
}
}