-
- // ring around crosshair representing velocity-dependent damage for the nex
- if (activeweapon == WEP_NEX)
- {
- float f, a, curvel;
- vector rgb;
-
- rgb_x = cvar("crosshair_nexvelocity_color_red");
- rgb_y = cvar("crosshair_nexvelocity_color_green");
- rgb_z = cvar("crosshair_nexvelocity_color_blue");
- a = cvar("crosshair_nexvelocity_alpha");
-
- curvel = vlen('1 0 0' * pmove_vel_x + '0 1 0' * pmove_vel_y);
- f = bound(0, (curvel - nex_minvelocity) / (nex_maxvelocity - nex_minvelocity), 1);
-
- DrawCircleClippedPic('0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight, 0.1 * vid_conheight, "gfx/nex_ring.tga", f, rgb, a, DRAWFLAG_ADDITIVE);
- }
-