float wcross_name_changestarttime, wcross_name_changedonetime;
float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
-string wcross_ring_image_prev;
+float wcross_ring_prev;
entity trueaim;
entity trueaim_rifle;
vector damage_blurpostprocess, content_blurpostprocess;
-float prev_ring_alpha; // TODO REMOVE THIS
-
float checkfail[16];
float rainbow_last_flicker;
if(autocvar_crosshair_effect_time > 0)
{
f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
- if not(f < 1) { wcross_ring_image_prev = ring_image; }
+ if not(f < 1)
+ {
+ wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
+ }
- if(wcross_ring_image_prev)
+ if(wcross_ring_prev)
{
if(f < 1)
ring_alpha *= fabs(1 - bound(0, f, 1));
if(f < 1)
ring_alpha *= bound(0, f, 1);
}
-
- if(ring_alpha != prev_ring_alpha)
- {
- prev_ring_alpha = ring_alpha;
- print("foobar: ", ftos(ring_alpha), ".\n");
- }
}
if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring