vector HUD_DrawScoreboardAccuracyStats(vector pos, vector rgb, vector bg_size)
{
float i;
- float weapon_cnt = WEP_COUNT - 3; // either minstanex/nex are hidden, no port-o-launch, no tuba
+ float weapon_cnt = WEP_COUNT - 3; // either vaporizer/nex are hidden, no port-o-launch, no tuba
float rows;
if(autocvar_scoreboard_accuracy_doublerows)
rows = 2;
if(rows == 2)
pos_x += weapon_width / 2;
- if(switchweapon == WEP_MINSTANEX)
+ if(switchweapon == WEP_VAPORIZER)
g_minstagib = 1; // TODO: real detection for minstagib?
float weapon_stats;
self = get_weaponinfo(i);
if (!self.weapon)
continue;
- if ((i == WEP_NEX && g_minstagib) || i == WEP_PORTO || (i == WEP_MINSTANEX && !g_minstagib) || i == WEP_TUBA) // skip port-o-launch, nex || minstanex and tuba
+ if ((i == WEP_VORTEX && g_minstagib) || i == WEP_PORTO || (i == WEP_VAPORIZER && !g_minstagib) || i == WEP_TUBA) // skip port-o-launch, vortex || vaporizer and tuba
continue;
weapon_stats = weapon_accuracy[i-WEP_FIRST];
weapon_alpha = 0.2 * scoreboard_alpha_fg;
// weapon icon
- drawpic_aspect_skin(pos, strcat("weapon", self.netname), '1 0 0' * weapon_width + '0 1 0' * weapon_height, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos, self.model2, '1 0 0' * weapon_width + '0 1 0' * weapon_height, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
// the accuracy
if(weapon_stats >= 0) {
weapons_with_stats += 1;