if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
return;
+ if(g_balance_porto_secondary)
+ return;
if(intermission == 1)
return;
if(intermission == 2)
makevectors(view_angles);
- if(autocvar_cl_velocityzoom)
+ if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
{
switch(autocvar_cl_velocityzoom_type)
{
vector vf_size, vf_min;
float a;
+ execute_next_frame();
+
++framecount;
hud = getstati(STAT_HUD);
}
// do lockview after event chase camera so that it still applies whenever necessary.
- if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
+ if(autocvar_cl_lockview || intermission > 1)
{
setproperty(VF_ORIGIN, freeze_org);
setproperty(VF_ANGLES, freeze_ang);
CSQC_common_hud();
// crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
+ if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
+ {
+ if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
+ return;
+
string wcross_style;
float wcross_alpha, wcross_resolution;
wcross_style = autocvar_crosshair;
{
vector wcross_color_old;
wcross_color_old = wcross_color;
- if(autocvar_crosshair_dot_color != "0")
+
+ if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
wcross_color = stov(autocvar_crosshair_dot_color);
+
CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
// FIXME why don't we use wcross_alpha here?
wcross_color = wcross_color_old;