From 7ea3ac74cc1aaf0ec57aab4b7e4da1885d0c90fb Mon Sep 17 00:00:00 2001 From: Samual Date: Sun, 10 Apr 2011 16:50:52 -0400 Subject: [PATCH] Add checks to see if crosshair ring is even allowed to render --- qcsrc/client/View.qc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 09ec96eab..7f1c6dafb 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -1096,7 +1096,7 @@ void CSQC_UpdateView(float w, float h) // handle the values - if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex + if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex { if (nex_chargepool || use_nex_chargepool) { use_nex_chargepool = 1; @@ -1116,7 +1116,7 @@ void CSQC_UpdateView(float w, float h) ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) + else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) { ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to. ring_alpha = autocvar_crosshair_ring_minelayer_alpha; -- 2.39.2