CSQC_common_hud();
+ precache_pic("gfx/nex_ring.tga");
// ring around crosshair representing velocity-dependent damage for the nex
if (activeweapon == WEP_NEX)
{
{
CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
}
+
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+ if(cvar("crosshair_dot"))
+ CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
+
wcross_name_alpha_goal_prev = f;
}
}