weapon_clipload = STAT(WEAPON_CLIPLOAD);
weapon_clipsize = STAT(WEAPON_CLIPSIZE);
- float ok_ammo_charge, ok_ammo_chargepool;
- ok_ammo_charge = STAT(OK_AMMO_CHARGE);
- ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
-
float vortex_charge, vortex_chargepool;
vortex_charge = STAT(VORTEX_CHARGE);
vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (ok_ammo_charge)
- {
- ring_value = ok_ammo_chargepool;
- ring_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);