const float STAT_LEADLIMIT = 47;
const float STAT_BULLETS_LOADED = 48;
const float STAT_NEX_CHARGE = 49;
-const float STAT_HUD = 50;
+const float STAT_PICKUP_CROSSHAIR = 50;
+const float STAT_HUD = 51;
// see DP source, quakedef.h
const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
.float stats_hit[WEP_MAXCOUNT]; // for hitscan bullets hit
.float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired
+.float stat_pickup_crosshair;
+
FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit);
FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired);
addstat(STAT_SHOTORG, AS_INT, stat_shotorg);
addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);
addstat(STAT_BULLETS_LOADED, AS_INT, campingrifle_bulletcounter);
+ addstat(STAT_PICKUP_CROSSHAIR, AS_INT, stat_pickup_crosshair);
addstat(STAT_NEX_CHARGE, AS_FLOAT, nex_charge);
if(!Item_GiveTo(self, other))
return;
+ self.stat_pickup_crosshair = time;
+
pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
if (self.classname == "droppedweapon")