else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
- if(nex_charge_pool || use_nex_charge_pool)
+ if(nex_chargepool || use_nex_chargepool)
{
{
- use_nex_charge_pool = 1;
+ use_nex_chargepool = 1;
a = cvar("crosshair_ring_nex_inner_alpha");
rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
a = cvar("crosshair_ring_nex_inner_alpha");
rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");