float average_accuracy;
vector Scoreboard_AccuracyStats_Draw(vector pos, vector rgb, vector bg_size)
{
- if (frametime)
- {
- if (scoreboard_fade_alpha < 1)
- scoreboard_acc_fade_alpha = min(1, scoreboard_acc_fade_alpha + frametime * 10);
- else
- scoreboard_acc_fade_alpha = 1; // sync fading with the scoreboard
- }
+ scoreboard_acc_fade_alpha = min(scoreboard_fade_alpha, scoreboard_acc_fade_alpha + frametime * 10);
vector initial_pos = pos;
WepSet weapons_stat = WepSet_GetFromStat();
vector Scoreboard_ItemStats_Draw(vector pos, vector rgb, vector bg_size)
{
- if (frametime)
- {
- if (scoreboard_fade_alpha < 1)
- scoreboard_itemstats_fade_alpha = min(1, scoreboard_itemstats_fade_alpha + frametime * 10);
- else
- scoreboard_itemstats_fade_alpha = 1; // sync fading with the scoreboard
- }
+ scoreboard_itemstats_fade_alpha = min(scoreboard_fade_alpha, scoreboard_itemstats_fade_alpha + frametime * 10);
vector initial_pos = pos;
int disowned_cnt = 0;