// TrueAim check
float shottype;
- float bullets, ring_scale;
+ float weapon_clipload, weapon_clipsize, ring_scale;
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
wcross_origin_z = 0;
if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
nex_charge_movingavg = nex_charge;
- // ring around crosshair representing bullets left in camping rifle clip
- if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
+ // ring around crosshair representing bullets left in weapon clip
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+ if (weapon_clipload)
{
- bullets = getstati(STAT_BULLETS_LOADED);
- f = bound(0, bullets / cr_maxbullets, 1);
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ f = bound(0, weapon_clipload / weapon_clipsize, 1);
a = autocvar_crosshair_ring_sniperrifle_alpha;
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
- else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
+ if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
if(nex_chargepool || use_nex_chargepool)
{