}
#endif
#ifdef CSQC
+var float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
float W_Vortex(float req)
{
switch(req)
case WR_INIT:
{
precache_sound("weapons/neximpact.wav");
+ if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+ {
+ precache_pic("gfx/reticle_nex");
+ }
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
+ {
+ reticle_image = "gfx/reticle_nex";
+ return TRUE;
+ }
+ else
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
+ }
}
return TRUE;
}