vortex_charge = getstatf(STAT_VORTEX_CHARGE);
vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+ float arc_heat = getstatf(STAT_ARC_HEAT);
+
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
vortex_charge_movingavg = vortex_charge;
else
ring_image = "gfx/crosshair_ring.tga";
}
+ else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+ {
+ ring_value = arc_heat;
+ ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
+ arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
+ ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
// if in weapon switch animation, fade ring out/in
if(autocvar_crosshair_effect_time > 0)