eventchase_current_distance = 0; // start from 0 next time
}
}
-
+
// 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)
{
setproperty(VF_ORIGIN, freeze_org);
setproperty(VF_ANGLES, freeze_ang);
if(autocvar_crosshair_hitindication)
{
- vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
+ vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+
if(hitindication_crosshair_time < hit_time)
{
if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old