void HUD_Weapons(void)
{
- float f;
+ float f, screen_ar;
+ vector center;
if(!autocvar_hud_panel_weapons && !autocvar__hud_configure)
return;
if (cvar("hud_panel_weapons_timeout_effect") == 1)
{
f *= f; // for a cooler movement
- vector center;
center_x = panel_pos_x + panel_size_x/2;
center_y = panel_pos_y + panel_size_y/2;
- float screen_ar = vid_conwidth/vid_conheight;
+ screen_ar = vid_conwidth/vid_conheight;
if (center_x/center_y < screen_ar) //bottom left
{
if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
{
f *= f; // for a cooler movement
f = 1 - f;
- vector center;
center_x = panel_pos_x + panel_size_x/2;
center_y = panel_pos_y + panel_size_y/2;
- float screen_ar = vid_conwidth/vid_conheight;
+ screen_ar = vid_conwidth/vid_conheight;
if (center_x/center_y < screen_ar) //bottom left
{
if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom