hotfix: sniper rifle zoom and guided redeemer should hide crosshair.
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07915ea7c2
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2 changed files with 14 additions and 0 deletions
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@ -59,6 +59,13 @@ Class SniperRifle : UTWeapon
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Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_RenderStyle,(1|2<<8|1<<16));
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Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_RenderStyle,(1|2<<8|1<<16));
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Screen.DrawText(confont,Font.CR_DARKGREEN,192,160,String.Format("X%.1f",sniperzoom),DTA_Clean,true);
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Screen.DrawText(confont,Font.CR_DARKGREEN,192,160,String.Format("X%.1f",sniperzoom),DTA_Clean,true);
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}
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}
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override void Tick()
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{
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Super.Tick();
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if ( !Owner ) return;
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if ( sniperzoom > 1.0 ) crosshair = 99;
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else crosshair = 0;
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}
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action void A_SniperFire( bool zoomed = false )
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action void A_SniperFire( bool zoomed = false )
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{
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{
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Weapon weap = Weapon(invoker);
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Weapon weap = Weapon(invoker);
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@ -560,6 +560,13 @@ Class RedeemerHUDHandler : EventHandler
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Class WarheadLauncher : UTWeapon replaces BFG9000
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Class WarheadLauncher : UTWeapon replaces BFG9000
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{
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{
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Actor guided;
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Actor guided;
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override void Tick()
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{
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Super.Tick();
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if ( !Owner ) return;
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if ( guided ) crosshair = 99;
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else crosshair = 0;
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}
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action void A_WarheadFire()
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action void A_WarheadFire()
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{
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{
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Weapon weap = Weapon(invoker);
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Weapon weap = Weapon(invoker);
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