// todo: make crosshair hit indication dependent on damage dealt
if(autocvar_crosshair_hitindication)
{
- vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+ vector col = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
if(unaccounted_damage)
{
hitindication_crosshair_size = 0;
wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
- wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
- wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
- wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
+ wcross_color.x += sin(hitindication_crosshair_size) * col.x;
+ wcross_color.y += sin(hitindication_crosshair_size) * col.y;
+ wcross_color.z += sin(hitindication_crosshair_size) * col.z;
}
// no effects needed for targeting enemies, this can't possibly span all valid targets!
use_vortex_chargepool = 1;
ring_inner_value = chargepool;
} else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * charge;
+ float rate = autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
+ vortex_charge_movingavg = (1 - rate) * vortex_charge_movingavg + rate * charge;
ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (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_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, 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
}
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.
+ ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1);
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";