nex_charge_movingavg = nex_charge;
// ring around crosshair representing bullets left in camping rifle clip
- //if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
+ if (cr_maxbullets)
{
bullets = getstati(STAT_BULLETS_LOADED);
f = bound(0, bullets / cr_maxbullets, 1);
a = autocvar_crosshair_ring_sniperrifle_alpha;
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
- /*else*/ if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
+ if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
if(nex_chargepool || use_nex_chargepool)
{