return wcross_color;
}
-void HUD_Crosshair()
-{SELFPARAM();
- entity e = this;
+void HUD_Crosshair(entity this)
+{
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 &&
string wcross_name = "";
float wcross_scale, wcross_blur;
+ entity e = this; // wtf?
if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = switchingweapon;
}
}
-void HUD_Draw()
+void HUD_Draw(entity this)
{
if(!intermission)
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
// crosshair goes VERY LAST
UpdateDamage();
- HUD_Crosshair();
+ HUD_Crosshair(this);
HitSound();
}
scoreboard_active = HUD_WouldDrawScoreboard();
- HUD_Draw();
+ HUD_Draw(this);
if(NextFrameCommand)
{