zoomspeed = 3.5;
zoomdir = button_zoom;
- if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
+ if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
case WEP_MINSTANEX:
mv = MOVE_NORMAL;
break;
- case WEP_CAMPINGRIFLE:
+ case WEP_SNIPERRIFLE:
ta = trueaim_rifle;
mv = MOVE_NORMAL;
if(zoomscript_caught)
// the view to go back to normal, so reticle_type would become 0 as we fade out)
if(spectatee_status || getstati(STAT_HEALTH) <= 0)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
- else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
+ else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
reticle_type = 2; // nex zoom
else if(button_zoom || zoomscript_caught)
reticle_type = 1; // normal zoom
- else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
+ else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
reticle_type = 2; // nex zoom
if(autocvar_cl_reticle_stretch)
// fade out
myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
// add new damage
- myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
+ myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
pain_threshold = autocvar_hud_damage_pain_threshold;
nex_charge_movingavg = nex_charge;
// ring around crosshair representing bullets left in camping rifle clip
- if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
+ if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
{
bullets = getstati(STAT_BULLETS_LOADED);
f = bound(0, bullets / cr_maxbullets, 1);
- a = autocvar_crosshair_ring_campingrifle_alpha;
+ a = autocvar_crosshair_ring_sniperrifle_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_charge) // ring around crosshair representing velocity-dependent damage for the nex