weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ float ok_ammo_charge, ok_ammo_chargepool;
+ ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
+ ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOl);
+
float vortex_charge, vortex_chargepool;
vortex_charge = getstatf(STAT_VORTEX_CHARGE);
vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
-
- if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+ else if (ok_ammo_charge)
+ {
+ ring_value = ok_ammo_chargepool;
+ ring_alpha = autocvar_crosshair_ring_reload_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+ else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
ring_scale = autocvar_crosshair_ring_reload_size;