const string vICON_AMMO1 = "gfx/vehicles/bullets.tga";
const string vICON_AMMO2 = "gfx/vehicles/rocket.tga";
-const string vCROSS_BRACKET = "gfx/vehicles/axh-bracket.tga";
-const string vCROSS_CROSS = "gfx/vehicles/axh-cross.tga";
-const string vCROSS_DROP = "gfx/vehicles/axh-dropcross.tga";
-const string vCROSS_RING = "gfx/vehicles/axh-ring.tga";
-const string vCROSS_SPECIAL1 = "gfx/vehicles/axh-special1.tga";
-const string vCROSS_SPECIAL2 = "gfx/vehicles/axh-special2.tga";
-const string vCROSS_TAG = "gfx/vehicles/axh-tag.tga";
+const string vCROSS_AIM = "gfx/vehicles/axh-special1.tga";
+const string vCROSS_DROP = "gfx/vehicles/axh-dropcross.tga";
+const string vCROSS_HEAL = "gfx/vehicles/axh-cross.tga";
+const string vCROSS_HINT = "gfx/vehicles/axh-ring.tga";
+const string vCROSS_LOCK = "gfx/vehicles/axh-bracket.tga";
+const string vCROSS_TAG = "gfx/vehicles/axh-tag.tga";
const int SBRM_FIRST = 1;
const int SBRM_VOLLY = 1;
axh.drawmask = MASK_NORMAL;
axh.axh_drawflag = DRAWFLAG_ADDITIVE;
axh.axh_fadetime = 0.1;
- axh.axh_image = vCROSS_RING;
+ axh.axh_image = vCROSS_HINT;
axh.alpha = 1;
AuxiliaryXhairs[axh_id] = axh;
axh.drawmask = MASK_NORMAL;
axh.axh_drawflag = DRAWFLAG_NORMAL;
axh.axh_fadetime = 0.1;
- axh.axh_image = vCROSS_RING;
+ axh.axh_image = vCROSS_HINT;
axh.alpha = 1;
AuxiliaryXhairs[i] = axh;
}
switch(hud_id)
{
case HUD_SPIDERBOT:
- AuxiliaryXhairs[0].axh_image = vCROSS_RING; // Minigun1
- AuxiliaryXhairs[1].axh_image = vCROSS_RING; // Minigun2
- AuxiliaryXhairs[2].axh_image = vCROSS_SPECIAL1; // Rocket
+ AuxiliaryXhairs[0].axh_image = vCROSS_HINT; // Minigun1
+ AuxiliaryXhairs[1].axh_image = vCROSS_HINT; // Minigun2
break;
case HUD_WAKIZASHI:
- AuxiliaryXhairs[0].axh_image = vCROSS_BRACKET; // Rocket
+ AuxiliaryXhairs[0].axh_image = vCROSS_LOCK; // Rocket
break;
case HUD_RAPTOR:
- AuxiliaryXhairs[0].axh_image = vCROSS_SPECIAL2;
- AuxiliaryXhairs[1].axh_image = vCROSS_BRACKET;
+ AuxiliaryXhairs[1].axh_image = vCROSS_LOCK;
break;
case HUD_BUMBLEBEE:
- AuxiliaryXhairs[0].axh_image = vCROSS_BRACKET; // Raygun-locked
+ AuxiliaryXhairs[0].axh_image = vCROSS_LOCK; // Raygun-locked
AuxiliaryXhairs[1].axh_image = vCROSS_TAG; // Gunner1
AuxiliaryXhairs[2].axh_image = vCROSS_TAG; // Gunner2
break;
case HUD_BUMBLEBEE_GUN:
- AuxiliaryXhairs[0].axh_image = vCROSS_BRACKET; // Plasma cannons
- AuxiliaryXhairs[1].axh_image = vCROSS_BRACKET; // Raygun
+ AuxiliaryXhairs[0].axh_image = vCROSS_LOCK; // Plasma cannons
+ AuxiliaryXhairs[1].axh_image = vCROSS_LOCK; // Raygun
break;
}
}
void CSQC_BUMBLE_HUD()
{
- Vehicles_drawHUD(vMODEL_BUMBLE, vMODEL_BUMBLE_WEAPON1, vMODEL_BUMBLE_WEAPON2, vICON_AMMO1, vICON_AMMO1, vCROSS_SPECIAL1, TRUE, FALSE);
+ Vehicles_drawHUD(vMODEL_BUMBLE, vMODEL_BUMBLE_WEAPON1, vMODEL_BUMBLE_WEAPON2, vICON_AMMO1, vICON_AMMO1, vCROSS_HEAL, TRUE, FALSE);
}
void CSQC_BUMBLE_GUN_HUD()
switch(weapon2mode)
{
- case SBRM_VOLLY: crosshair = vCROSS_BRACKET; break;
- case SBRM_GUIDE: crosshair = vCROSS_CROSS; break;
+ case SBRM_VOLLY: crosshair = vCROSS_LOCK; break;
+ case SBRM_GUIDE: crosshair = vCROSS_AIM; break;
default: crosshair = vCROSS_TAG;
}
switch(weapon2mode)
{
- case RSM_FLARE: crosshair = vCROSS_BRACKET; break;
- default: crosshair = vCROSS_RING;
+ case RSM_FLARE: crosshair = vCROSS_LOCK; break;
+ default: crosshair = vCROSS_AIM;
}
Vehicles_drawHUD(vMODEL_RAPTOR, vMODEL_RAPTOR_WEAPON1, vMODEL_RAPTOR_WEAPON2, vICON_AMMO1, vICON_AMMO2, crosshair, FALSE, TRUE);
void CSQC_WAKIZASHI_HUD()
{
- Vehicles_drawHUD(vMODEL_RACER, vMODEL_RACER_WEAPON1, vMODEL_RACER_WEAPON2, vICON_AMMO1, vICON_AMMO2, vCROSS_SPECIAL1, FALSE, FALSE);
+ Vehicles_drawHUD(vMODEL_RACER, vMODEL_RACER_WEAPON1, vMODEL_RACER_WEAPON2, vICON_AMMO1, vICON_AMMO2, vCROSS_AIM, FALSE, FALSE);
}
void Vehicles_Precache()