#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/okvortex.qh>
#include <common/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
{
entity wepent = viewmodels[slot];
if(wepent.switchweapon == wepent.activeweapon)
- if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+ if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
}
}
case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
+ case WEP_OVERKILL_VORTEX:
case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
entity wepent = viewmodels[0]; // TODO: unhardcode
// handle the values
- if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+ if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_VORTEX || wepent.activeweapon == WEP_OVERKILL_VORTEX) && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
if (vortex_chargepool || use_vortex_chargepool) {
use_vortex_chargepool = 1;