bool weapons_orderbyimpulse_old;
void HUD_Weapons()
{
+ if(spectatee_status && teamplay) return; // z411
+
// declarations
WepSet weapons_stat = WepSet_GetFromStat();
int i;
}
// draw the weapon accuracy
- if(autocvar_hud_panel_weapons_accuracy)
+ /* z411 if(autocvar_hud_panel_weapons_accuracy)
{
float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
if(panel_weapon_accuracy >= 0)
color = Accuracy_GetColor(panel_weapon_accuracy);
drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
}
- }
+ }*/
vector weapon_size_real = noncurrent_size;
float weapon_alpha_real = noncurrent_alpha;