shottype = SHOTTYPE_HITWORLD;
vector wcross_color = '0 0 0', wcross_size = '0 0 0';
- string wcross_wep = "", wcross_name;
+ string wcross_name = "";
float wcross_scale, wcross_blur;
- if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+ if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = get_weaponinfo(switchingweapon);
- if (e && e.netname != "")
+ if(e)
{
- wcross_wep = e.netname;
if(autocvar_crosshair_per_weapon)
{
- wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
- if (wcross_resolution == 0)
- return;
- wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
- if (wcross_alpha == 0)
- return;
-
- wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
- if(wcross_style == "" || wcross_style == "0")
- wcross_style = wcross_wep;
+ // WEAPONTODO: access these through some general settings (with non-balance config settings)
+ //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+ //if (wcross_resolution == 0)
+ //return;
+
+ //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+ wcross_resolution *= e.w_crosshair_size;
+ wcross_name = e.w_crosshair;
}
}
}
- //printf("crosshair style: %s\n", wcross_style);
- wcross_name = strcat("gfx/crosshair", wcross_style);
+ if(wcross_name == "")
+ wcross_name = strcat("gfx/crosshair", wcross_style);
// MAIN CROSSHAIR COLOR DECISION
switch(autocvar_crosshair_color_special)
{
case 1: // crosshair_color_per_weapon
{
- if(wcross_wep != "")
+ if(e)
{
- wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
+ wcross_color = e.wpcolor;
break;
}
else { goto normalcolor; }