float row, column, rows = 0, columns;
float aspect = autocvar_hud_panel_weapons_aspect;
- float panel_weapon_accuracy;
-
float timeout = autocvar_hud_panel_weapons_timeout;
float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
- float ammo_full;
float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
vector ammo_color = '1 0 1';
float ammo_alpha = 1;
float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
vector weapon_pos, weapon_size = '0 0 0';
- local noref vector old_panel_size; // fteqcc sucks
vector color;
// check to see if we want to continue
return;
}
- old_panel_size = panel_size;
+ vector old_panel_size = panel_size;
if(panel_bg_padding)
old_panel_size -= '2 2 0' * panel_bg_padding;
// draw the weapon accuracy
if(autocvar_hud_panel_weapons_accuracy)
{
- panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
+ float panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
if(panel_weapon_accuracy >= 0)
{
color = Accuracy_GetColor(panel_weapon_accuracy);
// draw ammo status bar
if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
{
+ float ammo_full;
a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
if(a > 0)