entity nightvision_noise, nightvision_noise2;
float pickup_crosshair_time, pickup_crosshair_size;
-float use_nex_charge_pool;
+float use_nex_chargepool;
float myhealth, myhealth_prev;
float myhealth_flash;
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
- float nex_charge, nex_charge_pool;
+ float nex_charge, nex_chargepool;
nex_charge = getstatf(STAT_NEX_CHARGE);
- nex_charge_pool = getstatf(STAT_NEX_CHARGEPOOL);
+ nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
nex_charge_movingavg = nex_charge;
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
- if(nex_charge_pool || use_nex_charge_pool)
+ if(nex_chargepool || use_nex_chargepool)
{
- use_nex_charge_pool = 1;
+ use_nex_chargepool = 1;
a = cvar("crosshair_ring_nex_inner_alpha");
rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
- DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_charge_pool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
else
{