don't run any of the nex-ring stuff if nexspeed <= minspeed
authorFruitieX <rasse@rasse-laptop.(none)>
Wed, 13 Oct 2010 16:35:43 +0000 (19:35 +0300)
committerFruitieX <rasse@rasse-laptop.(none)>
Wed, 13 Oct 2010 16:35:43 +0000 (19:35 +0300)
qcsrc/client/View.qc

index 6305be323fc74b8cbb59422be14c138e3111c4f8..5f422a03eb0a4b3db660a7ce8b6e13b66ee8acbf 100644 (file)
@@ -850,7 +850,7 @@ void CSQC_UpdateView(float w, float h)
                                        a = cvar("crosshair_campingrifle_bulletcounter_alpha");
                                        DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
                                }
-                               else if (activeweapon == WEP_NEX && nex_velocitydependent) // ring around crosshair representing velocity-dependent damage for the nex
+                               else if (activeweapon == WEP_NEX && nex_velocitydependent && nex_speed > nex_minvelocity) // ring around crosshair representing velocity-dependent damage for the nex
                                {
                                        f = bound(0, (nex_speed - nex_minvelocity) / (nex_maxvelocity - nex_minvelocity), 1);