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);
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_sniperrifle.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
{
// draw the charge
a = autocvar_crosshair_ring_nex_outer_alpha;
- DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_nexgun.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \