float fontsize = height * 1/3;
float weapon_height = height * 2/3;
float weapon_width = sbwidth / weapon_cnt;
- float g_minstagib = 0;
+ float g_instagib = 0;
drawstring(pos, sprintf(_("Accuracy stats (average %d%%)"), average_accuracy), hud_fontsize, '1 1 1', scoreboard_alpha_fg, DRAWFLAG_NORMAL);
pos_y += 1.25 * hud_fontsize_y + autocvar_scoreboard_border_thickness;
pos_x += weapon_width / 2;
if(switchweapon == WEP_MINSTANEX)
- g_minstagib = 1; // TODO: real detection for minstagib?
+ g_instagib = 1; // TODO: real detection for instagib?
float weapon_stats;
if(autocvar_scoreboard_accuracy_nocolors)
self = get_weaponinfo(i);
if (!self.weapon)
continue;
- if ((i == WEP_NEX && g_minstagib) || i == WEP_PORTO || (i == WEP_MINSTANEX && !g_minstagib) || i == WEP_TUBA) // skip port-o-launch, nex || minstanex and tuba
+ if ((i == WEP_NEX && g_instagib) || i == WEP_PORTO || (i == WEP_MINSTANEX && !g_instagib) || i == WEP_TUBA) // skip port-o-launch, vortex || vaporizer and tuba
continue;
weapon_stats = weapon_accuracy[i-WEP_FIRST];