.float cnt;
-const string vCROSS_AIM = "gfx/vehicles/crosshair_aim.tga";
-const string vCROSS_DROP = "gfx/vehicles/crosshair_drop.tga";
-const string vCROSS_HEAL = "gfx/vehicles/crosshair_heal.tga";
-const string vCROSS_HINT = "gfx/vehicles/crosshair_hint.tga";
-const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock.tga";
-const string vCROSS_TAG = "gfx/vehicles/crosshair_tag.tga";
+const string vCROSS_BURST = "gfx/vehicles/crosshair_burst.tga";
+const string vCROSS_DROP = "gfx/vehicles/crosshair_drop.tga";
+const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide.tga";
+const string vCROSS_HEAL = "gfx/vehicles/crosshair_heal.tga";
+const string vCROSS_HINT = "gfx/vehicles/crosshair_hint.tga";
+const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock.tga";
+const string vCROSS_RAIN = "gfx/vehicles/crosshair_rain.tga";
const int SBRM_FIRST = 1;
const int SBRM_VOLLY = 1;
break;
case HUD_BUMBLEBEE:
- AuxiliaryXhairs[0].axh_image = vCROSS_LOCK; // Raygun-locked
- AuxiliaryXhairs[1].axh_image = vCROSS_TAG; // Gunner1
- AuxiliaryXhairs[2].axh_image = vCROSS_TAG; // Gunner2
+ AuxiliaryXhairs[0].axh_image = vCROSS_LOCK; // Raygun-locked
+ AuxiliaryXhairs[1].axh_image = vCROSS_BURST; // Gunner1
+ AuxiliaryXhairs[2].axh_image = vCROSS_BURST; // Gunner2
break;
case HUD_BUMBLEBEE_GUN:
- AuxiliaryXhairs[0].axh_image = vCROSS_TAG; // Plasma cannons
- AuxiliaryXhairs[1].axh_image = vCROSS_TAG; // Raygun
+ AuxiliaryXhairs[0].axh_image = vCROSS_BURST; // Plasma cannons
+ AuxiliaryXhairs[1].axh_image = vCROSS_BURST; // Raygun
break;
}
}
switch(weapon2mode)
{
- case SBRM_VOLLY: crosshair = vCROSS_LOCK; break;
- case SBRM_GUIDE: crosshair = vCROSS_AIM; break;
- default: crosshair = vCROSS_TAG;
+ case SBRM_VOLLY: crosshair = vCROSS_BURST; break;
+ case SBRM_GUIDE: crosshair = vCROSS_GUIDE; break;
+ case SBRM_ARTILLERY: crosshair = vCROSS_RAIN; break;
+ default: crosshair = vCROSS_BURST;
}
Vehicles_drawHUD("vehicle_spider", "vehicle_spider_weapon1", "vehicle_spider_weapon2",
switch(weapon2mode)
{
- case RSM_FLARE: crosshair = vCROSS_LOCK; break;
- default: crosshair = vCROSS_AIM;
+ case RSM_FLARE: crosshair = vCROSS_RAIN; break;
+ case RSM_BOMB: crosshair = vCROSS_BURST; break;
+ default: crosshair = vCROSS_BURST;
}
Vehicles_drawHUD("vehicle_raptor", "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
Vehicles_drawHUD("vehicle_racer", "vehicle_racer_weapon1", "vehicle_racer_weapon2",
"vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
"vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
- vCROSS_AIM);
+ vCROSS_GUIDE);
}
void Vehicles_Precache()