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)
+ else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
{
- if (oknex_chargepool || use_vortex_chargepool) {
+ if (oknex_chargepool_ || use_vortex_chargepool) {
use_vortex_chargepool = 1;
- ring_inner_value = oknex_chargepool;
+ 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);
+ 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_image = "gfx/crosshair_ring_inner.tga";
// draw the outer ring to show the current charge of the weapon
- ring_value = oknex_charge;
+ ring_value = oknex_charge_;
ring_alpha = autocvar_crosshair_ring_vortex_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME);
}
- if (weaponslot(weaponentity) == 0)
- {
- actor.oknex_charge = actor.(weaponentity).oknex_charge;
- }
-
if (WEP_CVAR_SEC(oknex, chargepool))
if (actor.(weaponentity).oknex_chargepool_ammo < 1)
{
actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(oknex, chargepool_pause_regen));
}
- if(weaponslot(weaponentity) == 0)
- actor.oknex_chargepool_ammo = actor.(weaponentity).oknex_chargepool_ammo;
-
if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
{
// Secondary uses it's own refire timer if refire_type is 1.
{
.entity weaponentity = weaponentities[slot];
actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start);
-
- if (WEP_CVAR_SEC(oknex, chargepool))
- actor.(weaponentity).oknex_chargepool_ammo = 1;
}
}
actor.oknex_lasthit = 0;
PROP(false, vortex_chargepool_ammo, WEPENT_SET_NORMAL, \
{ WriteByte(chan, this.vortex_chargepool_ammo * 16); }, \
{ (viewmodels[this.m_wepent_slot]).vortex_chargepool_ammo = ReadByte() / 16; }) \
+ \
+ PROP(false, oknex_chargepool_ammo, WEPENT_SET_NORMAL, \
+ { WriteByte(chan, this.oknex_chargepool_ammo * 16); }, \
+ { (viewmodels[this.m_wepent_slot]).oknex_chargepool_ammo = ReadByte() / 16; }) \
\
PROP(false, clip_load, WEPENT_SET_NORMAL, \
{ WriteShort(chan, this.clip_load); }, \