_cl_playermodel models/player/umbra.iqm
_cl_playerskin 0
seta crosshair 3
- seta crosshair_color_red 0.6
- seta crosshair_color_green 0.8
- seta crosshair_color_blue 1
+ seta crosshair_color "0.6 0.8 1"
seta crosshair_alpha 1
seta crosshair_size 0.35
seta crosshair_dot 1
seta crosshair_hittest_blur 1 "blur the crosshair if the shot is obstructed"
seta crosshair_hittest_showimpact 0 "move the crosshair to the actual impact location if obstructed"
seta crosshair_laser "" "crosshair to display when wielding the laser"
- seta crosshair_laser_color_red 1 "crosshair color red component to display when wielding the laser"
- seta crosshair_laser_color_green 0.35 "crosshair color green component to display when wielding the laser"
- seta crosshair_laser_color_blue 0.2 "crosshair color blue component to display when wielding the laser"
+ seta crosshair_laser_color "1 0.35 0.2" "crosshair color to display when wielding the laser"
seta crosshair_laser_alpha 0.75 "crosshair alpha value to display when wielding the laser"
seta crosshair_laser_size 0.4 "crosshair size when wielding the laser"
seta crosshair_shotgun "" "crosshair to display when wielding the shotgun"
- seta crosshair_shotgun_color_red 0.7 "crosshair color red component to display when wielding the shotgun"
- seta crosshair_shotgun_color_green 0.7 "crosshair color green component to display when wielding the shotgun"
- seta crosshair_shotgun_color_blue 0.7 "crosshair color blue component to display when wielding the shotgun"
+ seta crosshair_shotgun_color "0.7 0.7 0.7" "crosshair color to display when wielding the shotgun"
seta crosshair_shotgun_alpha 1.1 "crosshair alpha value to display when wielding the shotgun"
seta crosshair_shotgun_size 0.65 "crosshair size when wielding the shotgun"
seta crosshair_uzi "" "crosshair to display when wielding the machinegun"
- seta crosshair_uzi_color_red 0.4 "crosshair color red component to display when wielding the machinegun"
- seta crosshair_uzi_color_green 0.9 "crosshair color green component to display when wielding the machinegun"
- seta crosshair_uzi_color_blue 0.35 "crosshair color blue component to display when wielding the machinegun"
+ seta crosshair_uzi_color "0.4 0.9 0.35" "crosshair color to display when wielding the machinegun"
seta crosshair_uzi_alpha 0.9 "crosshair alpha value to display when wielding the machinegun"
seta crosshair_uzi_size 0.6 "crosshair size when wielding the machinegun"
seta crosshair_grenadelauncher "" "crosshair to display when wielding the mortar"
- seta crosshair_grenadelauncher_color_red 1 "crosshair color red component to display when wielding the mortar"
- seta crosshair_grenadelauncher_color_green 0.15 "crosshair color green component to display when wielding the mortar"
- seta crosshair_grenadelauncher_color_blue 0 "crosshair color blue component to display when wielding the mortar"
+ seta crosshair_grenadelauncher_color "1 0.15 0" "crosshair color to display when wielding the mortar"
seta crosshair_grenadelauncher_alpha 1.15 "crosshair alpha value to display when wielding the mortar"
seta crosshair_grenadelauncher_size 0.7 "crosshair size when wielding the mortar"
seta crosshair_minelayer "" "crosshair to display when wielding the mortar"
- seta crosshair_minelayer_color_red 0.75 "crosshair color red component to display when wielding the mortar"
- seta crosshair_minelayer_color_green 0.75 "crosshair color green component to display when wielding the mortar"
- seta crosshair_minelayer_color_blue 0 "crosshair color blue component to display when wielding the mortar"
+ seta crosshair_minelayer_color "0.75 0.75 0" "crosshair color to display when wielding the mortar"
seta crosshair_minelayer_alpha 1.15 "crosshair alpha value to display when wielding the mortar"
seta crosshair_minelayer_size 0.9 "crosshair size when wielding the mortar"
seta crosshair_electro "" "crosshair to display when wielding the electro"
- seta crosshair_electro_color_red 0.35 "crosshair color red component to display when wielding the electro"
- seta crosshair_electro_color_green 0.5 "crosshair color green component to display when wielding the electro"
- seta crosshair_electro_color_blue 1 "crosshair color blue component to display when wielding the electro"
+ seta crosshair_electro_color "0.35 0.5 1" "crosshair color to display when wielding the electro"
seta crosshair_electro_alpha 1 "crosshair alpha value to display when wielding the electro"
seta crosshair_electro_size 0.5 "crosshair size when wielding the electro"
seta crosshair_crylink "" "crosshair to display when wielding the crylink"
- seta crosshair_crylink_color_red 0.85 "crosshair color red component to display when wielding the crylink"
- seta crosshair_crylink_color_green 0.25 "crosshair color green component to display when wielding the crylink"
- seta crosshair_crylink_color_blue 1 "crosshair color blue component to display when wielding the crylink"
+ seta crosshair_crylink_color "0.85 0.25 1" "crosshair color to display when wielding the crylink"
seta crosshair_crylink_alpha 0.85 "crosshair alpha value to display when wielding the crylink"
seta crosshair_crylink_size 0.4 "crosshair size when wielding the crylink"
seta crosshair_nex "" "crosshair to display when wielding the nex gun"
- seta crosshair_nex_color_red 0 "crosshair color red component to display when wielding the nex gun"
- seta crosshair_nex_color_green 0.9 "crosshair color green component to display when wielding the nex gun"
- seta crosshair_nex_color_blue 1 "crosshair color blue component to display when wielding the nex gun"
+ seta crosshair_nex_color "0 0.9 1" "crosshair color to display when wielding the nex gun"
seta crosshair_nex_alpha 0.85 "crosshair alpha value to display when wielding the nex gun"
seta crosshair_nex_size 0.65 "crosshair size when wielding the nex gun"
seta crosshair_hagar "" "crosshair to display when wielding the hagar"
- seta crosshair_hagar_color_red 0.85 "crosshair color red component to display when wielding the hagar"
- seta crosshair_hagar_color_green 0.5 "crosshair color green component to display when wielding the hagar"
- seta crosshair_hagar_color_blue 0.35 "crosshair color blue component to display when wielding the hagar"
+ seta crosshair_hagar_color "0.85 0.5 0.35" "crosshair color to display when wielding the hagar"
seta crosshair_hagar_alpha 1 "crosshair alpha value to display when wielding the hagar"
seta crosshair_hagar_size 0.8 "crosshair size when wielding the hagar"
seta crosshair_rocketlauncher "" "crosshair to display when wielding the rocketlauncher"
- seta crosshair_rocketlauncher_color_red 1 "crosshair color red component to display when wielding the rocketlauncher"
- seta crosshair_rocketlauncher_color_green 0.75 "crosshair color green component to display when wielding the rocketlauncher"
- seta crosshair_rocketlauncher_color_blue 0.2 "crosshair color blue component to display when wielding the rocketlauncher"
+ seta crosshair_rocketlauncher_color "1 0.75 0.2" "crosshair color to display when wielding the rocketlauncher"
seta crosshair_rocketlauncher_alpha 1 "crosshair alpha value to display when wielding the rocketlauncher"
seta crosshair_rocketlauncher_size 0.5875 "crosshair size when wielding the rocketlauncher"
seta crosshair_porto "" "crosshair to display when wielding the porto"
- seta crosshair_porto_color_red 0.5 "crosshair color red component to display when wielding the porto"
- seta crosshair_porto_color_green 1 "crosshair color green component to display when wielding the porto"
- seta crosshair_porto_color_blue 0.5 "crosshair color blue component to display when wielding the porto"
+ seta crosshair_porto_color "0.5 1 0.5" "crosshair color to display when wielding the porto"
seta crosshair_porto_alpha 0.85 "crosshair alpha value to display when wielding the porto"
seta crosshair_porto_size 0.6 "crosshair size when wielding the porto"
seta crosshair_minstanex "" "crosshair to display when wielding the minstanex gun"
- seta crosshair_minstanex_color_red 0.65 "crosshair color red component to display when wielding the minstanex gun"
- seta crosshair_minstanex_color_green 0.65 "crosshair color green component to display when wielding the minstanex gun"
- seta crosshair_minstanex_color_blue 1 "crosshair color blue component to display when wielding the minstanex gun"
+ seta crosshair_minstanex_color "0.65 0.65 1" "crosshair color to display when wielding the minstanex gun"
seta crosshair_minstanex_alpha 1 "crosshair alpha value to display when wielding the minstanex gun"
seta crosshair_minstanex_size 0.4 "crosshair size when wielding the minstanex gun"
seta crosshair_hook "" "crosshair to display when wielding the hook"
- seta crosshair_hook_color_red 0.65 "crosshair color red component to display when wielding the hook"
- seta crosshair_hook_color_green 1 "crosshair color green component to display when wielding the hook"
- seta crosshair_hook_color_blue 0.85 "crosshair color blue component to display when wielding the hook"
+ seta crosshair_hook_color "0.65 1 0.85" "crosshair color to display when wielding the hook"
seta crosshair_hook_alpha 0.85 "crosshair alpha value to display when wielding the hook"
seta crosshair_hook_size 0.5 "crosshair size when wielding the hook"
seta crosshair_hlac "" "crosshair to display when wielding the H.L.A.C"
- seta crosshair_hlac_color_red 1 "crosshair color red component to display when wielding the H.L.A.C."
- seta crosshair_hlac_color_green 0.65 "crosshair color green component to display when wielding the H.L.A.C."
- seta crosshair_hlac_color_blue 0.2 "crosshair color blue component to display when wielding the H.L.A.C."
+ seta crosshair_hlac_color "1 0.65 0.2" "crosshair color to display when wielding the H.L.A.C."
seta crosshair_hlac_alpha 1 "crosshair alpha value to display when wielding the H.L.A.C."
seta crosshair_hlac_size 0.6 "crosshair size when wielding the H.L.A.C."
seta crosshair_seeker "" "crosshair to display when wielding the TAG Seeker"
- seta crosshair_seeker_color_red 1 "crosshair color red component to display when wielding the TAG seeker"
- seta crosshair_seeker_color_green 0.35 "crosshair color green component to display when wielding the TAG seeker"
- seta crosshair_seeker_color_blue 0.35 "crosshair color blue component to display when wielding the TAG seeker"
+ seta crosshair_seeker_color "1 0.35 0.35" "crosshair color to display when wielding the TAG seeker"
seta crosshair_seeker_alpha 0.9 "crosshair alpha value to display when wielding the TAG seeker"
seta crosshair_seeker_size 0.8 "crosshair size when wielding the TAG seeker"
seta crosshair_campingrifle "" "crosshair to display when wielding the campingrifle"
- seta crosshair_campingrifle_color_red 0.85 "crosshair color red component to display when wielding the campingrifle"
- seta crosshair_campingrifle_color_green 0.5 "crosshair color green component to display when wielding the campingrifle"
- seta crosshair_campingrifle_color_blue 0.25 "crosshair color blue component to display when wielding the campingrifle"
+ seta crosshair_campingrifle_color "0.85 0.5 0.25" "crosshair color to display when wielding the campingrifle"
seta crosshair_campingrifle_alpha 1 "crosshair alpha value to display when wielding the campingrifle"
seta crosshair_campingrifle_size 0.65 "crosshair size when wielding the campingrifle"
seta crosshair_tuba "" "crosshair to display when wielding the tuba"
- seta crosshair_tuba_color_red 0.85 "crosshair color red component to display when wielding the tuba"
- seta crosshair_tuba_color_green 0.5 "crosshair color green component to display when wielding the tuba"
- seta crosshair_tuba_color_blue 0.25 "crosshair color blue component to display when wielding the tuba"
+ seta crosshair_tuba_color "0.85 0.5 0.25" "crosshair color to display when wielding the tuba"
seta crosshair_tuba_alpha 1 "crosshair alpha value to display when wielding the tuba"
seta crosshair_tuba_size 1 "crosshair size when wielding the tuba"
seta crosshair_fireball "" "crosshair to display when wielding the fireball"
- seta crosshair_fireball_color_red 0.2 "crosshair color red component to display when wielding the fireball"
- seta crosshair_fireball_color_green 1.0 "crosshair color green component to display when wielding the fireball"
- seta crosshair_fireball_color_blue 0.2 "crosshair color blue component to display when wielding the fireball"
+ seta crosshair_fireball_color "0.2 1.0 0.2" "crosshair color to display when wielding the fireball"
seta crosshair_fireball_alpha 1 "crosshair alpha value to display when wielding the fireball"
seta crosshair_fireball_size 1 "crosshair size when wielding the fireball"
seta crosshair_ring_size 2 "bullet counter ring size for Rifle, velocity ring for Nex"
seta crosshair_campingrifle_bulletcounter_alpha 0.15
+
seta crosshair_nexvelocity_alpha 0.15
+seta crosshair_nexvelocity_currentcharge_scale 30
+seta crosshair_nexvelocity_currentcharge_alpha 0.15
+seta crosshair_nexvelocity_currentcharge_color_red 0.8
+seta crosshair_nexvelocity_currentcharge_color_green 0
+seta crosshair_nexvelocity_currentcharge_color_blue 0
+seta crosshair_nexvelocity_currentcharge_movingavg_rate 0.05
+
seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)"
seta cl_reticle_item_nex 1 "draw aiming recticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
seta cl_reticle_item_normal 1 "draw recticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha"
// use default physics
set sv_friction_on_land 0
-exec physicsNoQWBunny-xpmbased.cfg
-set sv_player_viewoffset "0 0 42" "view offset of the player model"
+set sv_player_viewoffset "0 0 35" "view offset of the player model"
set sv_player_mins "-16 -16 -24" "playermodel mins"
set sv_player_maxs "16 16 45" "playermodel maxs"
+set sv_player_headsize "24 24 12" "playermodel headshot bbox size (centered at top of player bbox, preview with r_showbboxes)" // actually SHOULD be 19.2 19.2 10 according to docs
set sv_player_crouch_viewoffset "0 0 20" "view offset of the player model when crouched"
set sv_player_crouch_mins "-16 -16 -24" "mins of a crouched playermodel"
set sv_player_crouch_maxs "16 16 25" "maxs of a crouched playermodel"
set g_ctf_flag_capture_effects 1
set g_ctf_captimerecord_always 0 "if enabled, assisted CTF records (with other players on the server) are recorded too"
-exec ctfscoring-ai.cfg
-
// runematch
set g_runematch 0 "Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)"
set g_runematch_pointrate 5
set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar"
-// server game balance settings
-// powerup balance settings
-// weapon balance settings follow
-exec balanceXonotic.cfg
-
set g_bloodloss 0 "amount of health below which blood loss occurs"
set g_footsteps 1 "serverside footstep sounds"
r_glsl_offsetmapping_scale 0.02
// execute effects-normal.cfg to make sure that all effect settings are reset
alias menu_sync "" // will be re-aliased later
-exec effects-normal.cfg
// misc
fs_empty_files_in_pack_mark_deletions 1 // makes patches able to delete files
seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints"
-// hud cvar descriptions
-exec _hud_descriptions.cfg
-// exec the default skin config
-// please add any new cvars into the hud_save script in qcsrc/client/hud.qc for consistency
-exec hud_luminos.cfg
-
// user preference cvars (i.e. shouldn't be adjusted by a skin config)
seta hud_panel_weapons_label 1 "1 = show number of weapon, 2 = show bound key of weapon"
seta hud_panel_weapons_complainbubble_time 1 "time that a new entry stays until it fades out"
seta hud_panel_weapons_complainbubble_fadetime 0.25 "fade out time"
-seta hud_panel_weapons_accuracy 1 "show accuracy color as the weapon icon background"
-seta hud_panel_weapons_accuracy_color0 "1 0 0"
-seta hud_panel_weapons_accuracy_color1 "1 1 0"
-seta hud_panel_weapons_accuracy_color2 "0 1 0"
-seta hud_panel_weapons_accuracy_color_levels "0 20 100" "accuracy values at which a specified color (hud_panel_weapons_accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"
+seta hud_panel_weapons_accuracy 1 "show accuracy color as the weapon icon background; colors can be configured with accuracy_color* cvars"
seta hud_panel_weapons_ammo 1 "show ammo as a status bar"
seta hud_panel_weapons_ammo_full_shells 50 "show 100% of the status bar at this ammo count"
seta hud_panel_weapons_ammo_full_nails 200 "show 100% of the status bar at this ammo count"
seta scoreboard_border_thickness 1 "scoreboard border thickness"
seta scoreboard_accuracy_border_thickness 1 "accuracy stats border thickness"
seta scoreboard_accuracy_doublerows 0 "use two rows instead of one"
-seta scoreboard_accuracy 1 "show weapon accuracy stats panel on scoreboard"
+seta scoreboard_accuracy 1 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars"
seta scoreboard_color_bg_r 0 "red color component of the scoreboard background"
seta scoreboard_color_bg_g 0.4 "green color component of the scoreboard background"
seta scoreboard_color_bg_b 0.6 "blue color component of the scoreboard background"
seta scoreboard_offset_right 0.148 "how many pixels the scoreboard is offset from the right screen edge"
seta scoreboard_bg_scale 0.25 "scale for the tiled scoreboard background"
+seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"
+seta accuracy_color0 "1 0 0"
+seta accuracy_color1 "1 1 0"
+seta accuracy_color2 "0 1 0"
+
// for menu server list (eventually make them have engine support?)
seta menu_slist_showfull 1 "show servers even if they are full and have no slots to join"
seta menu_slist_showempty 1 "show servers even if they are no empty and have no opponents to play against"
set cl_handicap 1 "the higher, the more damage you will receive (client setting)"
-exec turrets.cfg
-
// must be at the bottom of this file:
// alias for switching the teamselect menu
alias menu_showteamselect "menu_cmd directmenu TeamSelect"
// polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that)
r_polygonoffset_submodel_offset 0
r_polygonoffset_submodel_factor 0
-// workaround for "decals flicker all the time" - note that this polygonoffset still is not perfect, also, why do decals need higher polygonoffset when in a warpzone
-// this workaround causes decals to sometimes be visible through walls! (not seen it happen yet though other than on zfightometer)
-// once the issue is found, please revert back to the default of -14
-r_polygonoffset_decals_offset -100
+// decals: need a higher polygonoffset than default to not compete with _decal surfaces too much
+r_polygonoffset_decals_offset -28
r_polygonoffset_decals_factor 0
+// this is mainly for _decal entities (their shaders should use "polygonoffset" shader parameter) - this is "good enough" as it seems, but smaller than the decals one so these don't zfight decals
+mod_q3shader_default_polygonoffset -14
+mod_q3shader_default_polygonfactor 0
+
+// allow fullbright
+set sv_allow_fullbright 0 "when set, clients may use r_fullbright on this server without getting a night vision effect overlay"
+
+// other config files
+exec balanceXonotic.cfg
+exec ctfscoring-ai.cfg
+exec effects-normal.cfg
+exec physicsNoQWBunny-xpmbased.cfg
+exec turrets.cfg
+
+// hud cvar descriptions
+exec _hud_descriptions.cfg
+// exec the default skin config
+// please add any new cvars into the hud_save script in qcsrc/client/hud.qc for consistency
+exec hud_luminos.cfg
// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
- if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
+ if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
+ if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
{
// apply night vision effect
vector rgb, tc_00, tc_01, tc_10, tc_11;
string wcross_wep, wcross_name;
float wcross_scale, wcross_blur;
- wcross_color_x = cvar("crosshair_color_red");
- wcross_color_y = cvar("crosshair_color_green");
- wcross_color_z = cvar("crosshair_color_blue");
- if (cvar("crosshair_per_weapon")) {
+ if (cvar("crosshair_per_weapon") || cvar("crosshair_color_per_weapon")) {
e = get_weaponinfo(activeweapon);
if (e && e.netname != "")
{
wcross_wep = e.netname;
- wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
- if (wcross_resolution == 0)
- return;
- wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
- if (wcross_alpha == 0)
- return;
-
- wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
- if(wcross_style == "")
- wcross_style = e.netname;
-
- if(!cvar("crosshair_color_override"))
+ if(cvar("crosshair_per_weapon"))
{
- wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
- wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
- wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
+ wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+ if (wcross_resolution == 0)
+ return;
+ wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
+ if (wcross_alpha == 0)
+ return;
+
+ wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+ if(wcross_style == "" || wcross_style == "0")
+ wcross_style = wcross_wep;
}
}
}
+ if(wcross_wep != "" && cvar("crosshair_color_per_weapon"))
+ wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
+ else
+ wcross_color = stov(cvar_string("crosshair_color"));
wcross_name = strcat("gfx/crosshair", wcross_style);
float nex_charge;
nex_charge = getstatf(STAT_NEX_CHARGE);
+ 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_CAMPINGRIFLE && cr_maxbullets)
{
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
+ vector rgb;
+ // indicate how much we're charging right now with an inner circle
+ a = cvar("crosshair_nexvelocity_currentcharge_alpha");
+ nex_charge_movingavg = (1 - cvar("crosshair_nexvelocity_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_nexvelocity_currentcharge_movingavg_rate") * nex_charge;
+
+ rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+
+ // draw the charge
a = cvar("crosshair_nexvelocity_alpha");
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
case HUD_NORMAL:
// do some accuracy var caching
float i;
- if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
if(!(gametype == GAME_RACE || gametype == GAME_CTS))
{
- if(acc_color_levels)
- strunzone(acc_color_levels);
- acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
- acc_levels = tokenize(acc_color_levels);
- if (acc_levels > MAX_ACCURACY_LEVELS)
- acc_levels = MAX_ACCURACY_LEVELS;
-
- for (i = 0; i < acc_levels; ++i)
- acc_lev[i] = stof(argv(i));
+ if(cvar_string("accuracy_color_levels") != acc_color_levels)
+ {
+ if(acc_color_levels)
+ strunzone(acc_color_levels);
+ acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
+ acc_levels = tokenize(acc_color_levels);
+ if (acc_levels > MAX_ACCURACY_LEVELS)
+ acc_levels = MAX_ACCURACY_LEVELS;
+
+ for (i = 0; i < acc_levels; ++i)
+ acc_lev[i] = stof(argv(i));
+ }
+ // let know that acc_col[] needs to be loaded
+ acc_col_x[0] = -1;
}
HUD_Main(); // always run these functions for alpha checks