// Crosshair ring settings
// =========================
-// ring around crosshair, used for various purposes (such as indicating bullets left in clip, nex charge)
+// ring around crosshair, used for various purposes (such as indicating bullets left in clip, vortex charge)
seta crosshair_ring 1 "main cvar to enable or disable normal crosshair rings"
seta crosshair_ring_inner 0 "allow inner rings to be drawn too"
seta crosshair_ring_size 2 "ring size"
vector HUD_DrawScoreboardAccuracyStats(vector pos, vector rgb, vector bg_size)
{
float i;
- float weapon_cnt = WEP_COUNT - 3; // either vaporizer/nex are hidden, no port-o-launch, no tuba
+ float weapon_cnt = WEP_COUNT - 3; // either vaporizer/vortex are hidden, no port-o-launch, no tuba
float rows;
if(autocvar_scoreboard_accuracy_doublerows)
rows = 2;
CSQCMODEL_ENDIF \
CSQCMODEL_PROPERTY(1024, float, ReadAngle, WriteAngle, v_angle_x) \
CSQCMODEL_PROPERTY_SCALED(4096, float, ReadByte, WriteByte, scale, 16, 0, 255)
-// TODO get rid of colormod/glowmod here, find good solution for nex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody
+// TODO get rid of colormod/glowmod here, find good solution for vortex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody
// add hook function calls here
#define CSQCMODEL_HOOK_PREUPDATE \
player_regen();
// WEAPONTODO: Add a weapon request for this
- // rot nex charge to the charge limit
+ // rot vortex charge to the charge limit
if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
self.(weapon_load[nix_weapon]) = e.reloading_ammo;
- // nex too
+ // vortex too
if(WEP_CVAR(vortex, charge))
{
if(WEP_CVAR_SEC(vortex, chargepool))