// TrueAim check
float shottype;
- float weapon_load, weapon_clipsize, ring_scale;
+ float weapon_clipload, weapon_clipsize, ring_scale;
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
wcross_origin_z = 0;
nex_charge_movingavg = nex_charge;
// ring around crosshair representing bullets left in weapon clip
- weapon_load = getstati(STAT_WEAPON_LOAD);
- if (weapon_load)
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+ if (weapon_clipload)
{
weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
- f = bound(0, weapon_load / weapon_clipsize, 1);
+ f = bound(0, weapon_clipload / weapon_clipsize, 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);
const float STAT_NB_METERSTART = 45;
const float STAT_SHOTORG = 46; // compressShotOrigin
const float STAT_LEADLIMIT = 47;
-const float STAT_WEAPON_LOAD = 48;
+const float STAT_WEAPON_CLIPLOAD = 48;
const float STAT_WEAPON_CLIPSIZE = 49;
const float STAT_NEX_CHARGE = 50;
const float STAT_LAST_PICKUP = 51;
addstat(STAT_FUEL, AS_INT, ammo_fuel);
addstat(STAT_SHOTORG, AS_INT, stat_shotorg);
addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);
- addstat(STAT_WEAPON_LOAD, AS_INT, ammo_loaded);
+ addstat(STAT_WEAPON_CLIPLOAD, AS_INT, ammo_loaded);
addstat(STAT_WEAPON_CLIPSIZE, AS_INT, ammo_max);
addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);