rows = 2;
int columnns = ceil(weapon_cnt / rows);
- float weapon_height = hud_fontsize.y * 2.3;
+ float aspect = max(0.001, autocvar_hud_panel_weapons_aspect);
+ float weapon_height = hud_fontsize.y * 2.3 / aspect;
float height = weapon_height + hud_fontsize.y;
drawstring(pos + eX * panel_bg_padding, sprintf(_("Accuracy stats (average %d%%)"), average_accuracy), hud_fontsize, '1 1 1', panel_fg_alpha * scoreboard_acc_fade_alpha, DRAWFLAG_NORMAL);
int weapon_count, weapon_id;
int row, column, rows = 0, columns = 0;
bool vertical_order = true;
- float aspect = autocvar_hud_panel_weapons_aspect;
+ float aspect = max(0.001, autocvar_hud_panel_weapons_aspect);
float timeout = autocvar_hud_panel_weapons_timeout;
float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);