float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
float wcross_name_changestarttime, wcross_name_changedonetime;
float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
+
+string wcross_ring_image_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 in weapon switch animation, fade ring out/in
- if(fabs(autocvar_crosshair_effect_time) > 0)
+ if(autocvar_crosshair_effect_time > 0)
{
- f = (time - wcross_name_changestarttime) / wcross_changedonetime;
- if(f > 0 && f < 2)
- ring_alpha *= fabs(1 - f);
+ f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
+ if not(f < 1) { wcross_ring_image_prev = ring_image; }
+
+ if(wcross_ring_image_prev)
+ {
+ if(f < 1)
+ ring_alpha *= fabs(1 - bound(0, f, 1));
+ }
+ else
+ {
+ 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