wcross_name_alpha_goal_prev = f;\r
\r
// ring around crosshair representing bullets left in weapon clip\r
+ a = cvar("crosshair_ring_alpha");\r
weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
- if (weapon_clipload)\r
+ if (weapon_clipload && a)\r
{\r
- weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
ring_scale = cvar("crosshair_ring_size");\r
- a = cvar("crosshair_ring_alpha");\r
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
}\r
}\r
ATTRIB(VoretWeaponsDialog, title, string, "Weapon & Crosshair settings")\r
ATTRIB(VoretWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)\r
ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.5)\r
- ATTRIB(VoretWeaponsDialog, rows, float, 15)\r
+ ATTRIB(VoretWeaponsDialog, rows, float, 16)\r
ATTRIB(VoretWeaponsDialog, columns, float, 4)\r
ATTRIB(VoretWeaponsDialog, weaponsList, entity, NULL)\r
ENDCLASS(VoretWeaponsDialog)\r
e.onClickEntity = me.weaponsList;\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling"));*/\r
- /*me.TR(me);\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling"));\r
+ me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));*/\r
\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "0", "None"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1", "TrueAim"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1.25", "Enemies"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_ring_alpha", "Crosshair ring"));\r
\r
me.TR(me);\r
me.TR(me);\r