#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
#include <common/viewloc.qh>
#include <common/triggers/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
+ case WEP_OVERKILL_NEX:
case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
float arc_heat = wepent.arc_heat_percent;
float vcharge = wepent.vortex_charge;
float vchargepool = wepent.vortex_chargepool_ammo;
+ float oknex_charge_ = wepent.oknex_charge;
+ float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
vortex_charge_movingavg = vcharge;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
+ else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
+ {
+ if (oknex_chargepool_ || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = oknex_chargepool_;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
+ }
+
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
+ ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+ // draw the outer ring to show the current charge of the weapon
+ ring_value = oknex_charge_;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.