// retrieve information about the current weapon to be drawn
entity it = weaponorder[i];
weapon_id = it.impulse;
- isCurrent = (it == switchweapon);
// skip if this weapon doesn't exist
if(!it || weapon_id < 0) { continue; }
noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
// draw background behind currently selected weapon
+ isCurrent = (it == switchweapon);
if(isCurrent)
drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);