float fov;\r
float f, i, j;\r
vector v, vo;\r
+ float a;\r
\r
vector artwork_pos, artwork_size;\r
\r
else\r
shottype = SHOTTYPE_HITWORLD;\r
\r
+ float weapon_clipload, weapon_clipsize, ring_scale;\r
+\r
string wcross_style;\r
wcross_style = cvar_string("crosshair");\r
\r
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
wcross_name_alpha_goal_prev = f;\r
+\r
+ // ring around crosshair representing bullets left in weapon clip\r
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
+ if (weapon_clipload)\r
+ {\r
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
+ f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
+ ring_scale = cvar("crosshair_ring_size");\r
+ a = cvar("crosshair_ring_alpha");\r
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
+ }\r
}\r
}\r
else\r