3 #include "cl_collision.h"
5 cvar_t crosshair_color_red = {CVAR_SAVE, "crosshair_color_red", "1", "customizable crosshair color"};
6 cvar_t crosshair_color_green = {CVAR_SAVE, "crosshair_color_green", "0", "customizable crosshair color"};
7 cvar_t crosshair_color_blue = {CVAR_SAVE, "crosshair_color_blue", "0", "customizable crosshair color"};
8 cvar_t crosshair_color_alpha = {CVAR_SAVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"};
9 cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1", "adjusts size of the crosshair on the screen"};
10 cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "1", "if 1 the crosshair is a 2D overlay, if 0 it is a sprite in the world indicating where your weapon will hit in standard quake mods (if the mod has the weapon somewhere else this won't be accurate)"};
12 void R_Crosshairs_Init(void)
14 Cvar_RegisterVariable(&crosshair_color_red);
15 Cvar_RegisterVariable(&crosshair_color_green);
16 Cvar_RegisterVariable(&crosshair_color_blue);
17 Cvar_RegisterVariable(&crosshair_color_alpha);
18 Cvar_RegisterVariable(&crosshair_size);
19 Cvar_RegisterVariable(&crosshair_static);
22 void R_DrawWorldCrosshair(void)
26 vec3_t v1, v2, spriteorigin;
29 if (r_letterbox.value)
31 if (crosshair_static.integer)
33 num = crosshair.integer;
34 if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
36 if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
38 pic = r_crosshairs[num];
42 // trace the shot path up to a certain distance
43 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, v1);
44 v1[2] += 16; // HACK: this depends on the QC
46 // get the forward vector for the gun (not the view)
47 AngleVectors(cl.viewangles, v2, NULL, NULL);
48 //VectorCopy(r_view.origin, v1);
49 VectorMA(v1, 8192, v2, v2);
50 trace = CL_TraceBox(v1, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
51 spritescale = trace.fraction * (8192.0f / 40.0f) * crosshair_size.value;
52 VectorCopy(trace.endpos, spriteorigin);
55 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_view.right, r_view.up, spritescale, -spritescale, -spritescale, spritescale, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value);
58 void R_Draw2DCrosshair(void)
62 if (r_letterbox.value)
64 if (!crosshair_static.integer)
66 num = crosshair.integer;
67 if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
69 if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
71 pic = r_crosshairs[num];
73 DrawQ_Pic((vid_conwidth.integer - pic->width * crosshair_size.value) * 0.5f, (vid_conheight.integer - pic->height * crosshair_size.value) * 0.5f, pic, pic->width * crosshair_size.value, pic->height * crosshair_size.value, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value, 0);