zoomspeed = 3.5;
zoomdir = button_zoom;
- if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
+ if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
case WEP_MINSTANEX:
mv = MOVE_NORMAL;
break;
- case WEP_SNIPERRIFLE:
+ case WEP_RIFLE:
ta = trueaim_rifle;
mv = MOVE_NORMAL;
if(zoomscript_caught)
// the view to go back to normal, so reticle_type would become 0 as we fade out)
if(spectatee_status || getstati(STAT_HEALTH) <= 0)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
- else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
+ else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
reticle_type = 2; // nex zoom
else if(button_zoom || zoomscript_caught)
reticle_type = 1; // normal zoom
- else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
+ else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
reticle_type = 2; // nex zoom
if (reticle_type)
if(self.draw2d)
self.draw2d();
self = e;
+ Draw_ShowNames_All();
scoreboard_active = HUD_WouldDrawScoreboard();
CSQC_common_hud();
// crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active && intermission != 2) {
+ if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
string wcross_style;
float wcross_alpha, wcross_resolution;
wcross_style = autocvar_crosshair;
// Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
// if a new image for another weapon is added, add the code (and its respective file/value) here
- if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
- ring_image = "gfx/crosshair_ring_sniperrifle.tga";
+ if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+ ring_image = "gfx/crosshair_ring_rifle.tga";
else
ring_image = "gfx/crosshair_ring.tga";
}
if (scoreboard_showscores)
{
HUD_DrawScoreboard();
- HUD_DrawCenterPrint();
}
}
if (scoreboard_showscores)
{
HUD_DrawScoreboard();
- HUD_DrawCenterPrint();
}
}
if (scoreboard_showscores)
{
HUD_DrawScoreboard();
- HUD_DrawCenterPrint();
}
}
HUD_DrawScoreboard();
if (scoreboard_active) // scoreboard/accuracy
- {
HUD_Reset();
- // HUD_DrawScoreboard takes care of centerprint_start
- }
else if (intermission == 2) // map voting screen
{
HUD_FinaleOverlay();
HUD_Reset();
-
- centerprint_start_x = 0;
- centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
}
- else // hud
- {
- centerprint_start_x = 0;
- centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
- }
-
- HUD_DrawCenterPrint();
break;
case HUD_SPIDERBOT: