#include "quakedef.h" #include "cl_collision.h" cvar_t crosshair_color_red = {CVAR_SAVE, "crosshair_color_red", "1", "customizable crosshair color"}; cvar_t crosshair_color_green = {CVAR_SAVE, "crosshair_color_green", "0", "customizable crosshair color"}; cvar_t crosshair_color_blue = {CVAR_SAVE, "crosshair_color_blue", "0", "customizable crosshair color"}; cvar_t crosshair_color_alpha = {CVAR_SAVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"}; cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1", "adjusts size of the crosshair on the screen"}; 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)"}; void R_Crosshairs_Init(void) { Cvar_RegisterVariable(&crosshair_color_red); Cvar_RegisterVariable(&crosshair_color_green); Cvar_RegisterVariable(&crosshair_color_blue); Cvar_RegisterVariable(&crosshair_color_alpha); Cvar_RegisterVariable(&crosshair_size); Cvar_RegisterVariable(&crosshair_static); } void R_DrawWorldCrosshair(void) { int num; cachepic_t *pic; vec3_t v1, v2, spriteorigin; vec_t spritescale; trace_t trace; if (r_letterbox.value) return; if (crosshair_static.integer) return; num = crosshair.integer; if (num < 1 || num > NUMCROSSHAIRS || cl.intermission) return; if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active) return; pic = r_crosshairs[num]; if (!pic) return; // trace the shot path up to a certain distance Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, v1); v1[2] += 16; // HACK: this depends on the QC // get the forward vector for the gun (not the view) AngleVectors(cl.viewangles, v2, NULL, NULL); //VectorCopy(r_view.origin, v1); VectorMA(v1, 8192, v2, v2); trace = CL_TraceBox(v1, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false); spritescale = trace.fraction * (8192.0f / 40.0f) * crosshair_size.value; VectorCopy(trace.endpos, spriteorigin); // draw the sprite 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); } void R_Draw2DCrosshair(void) { int num; cachepic_t *pic; if (r_letterbox.value) return; if (!crosshair_static.integer) return; num = crosshair.integer; if (num < 1 || num > NUMCROSSHAIRS || cl.intermission) return; if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active) return; pic = r_crosshairs[num]; if (pic) 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); }