float timeout = autocvar_hud_panel_weapons_timeout;
float timein_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.375 : 0);
float timeout_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.75 : 0);
-
+
float ammo_type, ammo_full, ammo_alpha;
float barsize_x, barsize_y, baroffset_x, baroffset_y;
-
+
float when = autocvar_hud_panel_weapons_complainbubble_time;
float fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
-
+
vector weapon_pos, weapon_size;
- vector old_panel_size;
+ local noref vector old_panel_size; // fteqcc sucks
vector color, ammo_color;
-
+
// check to see if we want to continue
- if(hud != HUD_NORMAL) { return; }
-
+ if(hud != HUD_NORMAL) { return; }
+
if(!autocvar__hud_configure)
+ {
if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
return;
else if(timeout && time >= weapontime + timeout + timeout_effect_length)