#include "../common/constants.qh"
#include "../common/mapinfo.qh"
-#include "../common/nades.qh"
+#include "../common/nades/all.qh"
#include "../common/stats.qh"
#include "../common/triggers/target/music.qh"
#include "../common/teams.qh"
entity porto;
vector polyline[16];
-void Porto_Draw()
+void Porto_Draw(entity this)
{
vector p, dir, ang, q, nextdir;
float portal_number, portal1_idx;
*/
for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
- WITH(entity, self, e, e.draw());
+ WITH(entity, self, e, e.draw(e));
}
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
if(autocvar_cl_reticle)
{
+ Weapon wep = get_weaponinfo(activeweapon);
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// no zoom reticle while dead
reticle_type = 0;
}
- else if(_WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
+ else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
{
if(reticle_image != "") { reticle_type = 2; }
else { reticle_type = 0; }
// draw 2D entities
for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
- WITH(entity, self, e, e.draw2d());
+ WITH(entity, self, e, e.draw2d(e));
}
Draw_ShowNames_All();