For those who use thirdperson …
Somewhere in cg_local.h where the thirdperson cvars are:
extern vmCvar_t cg_thirdPersonHints;
extern vmCvar_t cg_thirdPersonCrosshair;
Somewhere in cg_main.c where the thirdperson cvars are:
vmCvar_t cg_thirdPersonHints;
vmCvar_t cg_thirdPersonCrosshair;
Down below in cg_main.c still where the third person cvars are:
{ &cg_thirdPersonHints, "cg_thirdPersonHints", "0", 0 },
{ &cg_thirdPersonCrosshair, "cg_thirdPersonCrosshair", "0", 0 },
Now in cg_draw.c go to the CG_DrawCrosshair function look for this in it:
if ( cg.renderingThirdPerson ) {
return;
}
Now, replace it with:
The scopes and binoculars have odd behavior (they dont actually zoom) so i just made it so that they didnt draw with thirdperson.
if ( !cg_thirdPersonCrosshair.integer &&
!cg.zoomedBinoc &&
cg.snap->ps.weapon != WP_FG42SCOPE &&
cg.snap->ps.weapon != WP_GARAND_SCOPE &&
cg.snap->ps.weapon != WP_K43_SCOPE ) {
if ( cg.renderingThirdPerson ) {
return;
}
}
Now for the cursor hints:
Somewhere down further in cg_draw.c in CG_CheckForCursorHints:
Replace this code:
if ( cg.renderingThirdPerson ) {
return;
}
with:
if ( !cg_thirdPersonHints.integer ) {
if ( cg.renderingThirdPerson ) {
return;
}
}
Now you have thirdperson hints and crosshair if the cvars are set to 1 
