// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
- if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
+ if(cvar("r_fakelight") == 2 || cvar("r_fullbright") == 1)
{
// apply night vision effect
vector rgb, tc_00, tc_01, tc_10, tc_11;
float nex_charge;
nex_charge = getstatf(STAT_NEX_CHARGE);
+ if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+ nex_charge_movingavg = nex_charge;
+
// ring around crosshair representing bullets left in camping rifle clip
if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
{
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
+ vector rgb;
+ // indicate how much we're charging right now with an inner circle
+ a = cvar("crosshair_nexvelocity_currentcharge_alpha");
+ nex_charge_movingavg = (1 - cvar("crosshair_nexvelocity_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_nexvelocity_currentcharge_movingavg_rate") * nex_charge;
+
+ rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+
+ // draw the charge
a = cvar("crosshair_nexvelocity_alpha");
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}