float camera_mode;\r
float chase_active_old;\r
float artwork_fade;\r
+float pickup_crosshair_time, pickup_crosshair_size;\r
string artwork_image;\r
string intermission_song;\r
string NextFrameCommand;\r
wcross_scale = 1;\r
}\r
\r
+ if(cvar("crosshair_pickup"))\r
+ {\r
+ if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
+ {\r
+ pickup_crosshair_size = 1;\r
+ pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
+ }\r
+\r
+ if(pickup_crosshair_size > 0)\r
+ pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
+ else\r
+ pickup_crosshair_size = 0;\r
+\r
+ wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
+ }\r
+\r
if(shottype == SHOTTYPE_HITENEMY)\r
wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
if(shottype == SHOTTYPE_HITTEAM)\r
const float STAT_SHOTORG = 46; // compressShotOrigin\r
const float STAT_LEADLIMIT = 47;\r
const float STAT_WINNING = 48;\r
-const float STAT_VORE_LOAD = 49;\r
-const float STAT_VORE_DIGESTING = 50;\r
-const float STAT_VORE_EATEN = 51;\r
-const float STAT_VORE_CANLEAVE = 52;\r
+const float STAT_LAST_PICKUP = 49;\r
+const float STAT_VORE_LOAD = 50;\r
+const float STAT_VORE_DIGESTING = 51;\r
+const float STAT_VORE_EATEN = 52;\r
+const float STAT_VORE_CANLEAVE = 53;\r
const float CTF_STATE_ATTACK = 1;\r
const float CTF_STATE_DEFEND = 2;\r
const float CTF_STATE_COMMANDER = 3;\r
self.health = spectatee.health;\r
self.impulse = 0;\r
self.items = spectatee.items;\r
+ self.last_pickup = spectatee.last_pickup;\r
self.strength_finished = spectatee.strength_finished;\r
self.invincible_finished = spectatee.invincible_finished;\r
self.pressedkeys = spectatee.pressedkeys;\r
.float hitplotfh;\r
.string noise4;\r
\r
+.float last_pickup;\r
+\r
.float stat_hit;\r
.float stat_fired;\r
.float stat_count;\r
addstat(STAT_DAMAGE_FIRED, AS_INT, stat_fired);\r
addstat(STAT_SHOTORG, AS_INT, stat_shotorg);\r
addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);\r
+ addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);\r
addstat(STAT_WINNING, AS_FLOAT, winning);\r
addstat(STAT_VORE_LOAD, AS_INT, stat_stomachload);\r
addstat(STAT_VORE_DIGESTING, AS_INT, stat_digesting);\r
if(!Item_GiveTo(self, other))\r
return;\r
\r
+ other.last_pickup = time;\r
+\r
pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
\r
if (self.classname == "droppedweapon")\r