return true;
if(MUTATOR_CALLHOOK(WantEventchase, this))
return true;
- if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
- return true;
if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
{
if(autocvar_cl_eventchase_death == 2)
return wcross_color;
}
-void HUD_Crosshair()
-{SELFPARAM();
- entity e = this;
+void HUD_Crosshair(entity this)
+{
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 &&
string wcross_name = "";
float wcross_scale, wcross_blur;
+ entity e = this; // wtf?
if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = switchingweapon;
}
}
-void HUD_Draw()
+void HUD_Draw(entity this)
{
if(!intermission)
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
// crosshair goes VERY LAST
UpdateDamage();
- HUD_Crosshair();
+ HUD_Crosshair(this);
HitSound();
}
float vh_notice_time;
void WaypointSprite_Load();
void CSQC_UpdateView(float w, float h)
-{SELFPARAM();
+{
+ SELFPARAM();
TC(int, w); TC(int, h);
entity e;
float fov;
view_quality = 1;
// this needs to be updated manually now due to the destruction of engine physics stats
- if(autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
+ if(!isdemo() && autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE)));
button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
scoreboard_active = HUD_WouldDrawScoreboard();
- HUD_Draw();
+ HUD_Draw(this);
if(NextFrameCommand)
{