-#include "quakedef.h"
-
-cvar_t crosshair_brightness = {"crosshair_brightness", "1.0", true};
-cvar_t crosshair_alpha = {"crosshair_alpha", "1.0", true};
-cvar_t crosshair_flashspeed = {"crosshair_flashspeed", "2", true};
-cvar_t crosshair_flashrange = {"crosshair_flashrange", "0.1", true};
-
-#define NUMCROSSHAIRS 1
-int crosshairtex[NUMCROSSHAIRS];
+#include "quakedef.h"
+#include "cl_collision.h"
-char crosshairtex1[16*16] =
- "0000000000000000"
- "0000000000000000"
- "0000000000000000"
- "0003000000003000"
- "0000500000050000"
- "0000070000700000"
- "0000007007000000"
- "0000000000000000"
- "0000000000000000"
- "0000007007000000"
- "0000070000700000"
- "0000500000050000"
- "0003000000003000"
- "0000000000000000"
- "0000000000000000"
- "0000000000000000"
-;
+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_start()
+void R_Crosshairs_Init(void)
{
- int i;
- byte data[64*64][4];
- for (i = 0;i < 16*16;i++)
- {
- data[i][0] = data[i][1] = data[i][2] = 255;
- data[i][3] = (crosshairtex1[i] - '0') * 255 / 7;
- }
- crosshairtex[0] = GL_LoadTexture("crosshair0", 16, 16, &data[0][0], false, true, 4);
+ 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_crosshairs_shutdown()
+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;
-void R_Crosshairs_Init()
-{
- Cvar_RegisterVariable(&crosshair_brightness);
- Cvar_RegisterVariable(&crosshair_alpha);
- Cvar_RegisterVariable(&crosshair_flashspeed);
- Cvar_RegisterVariable(&crosshair_flashrange);
- R_RegisterModule("R_Crosshairs", r_crosshairs_start, r_crosshairs_shutdown);
+ // 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 DrawCrosshair(int num)
+void R_Draw2DCrosshair(void)
{
- byte *color;
- float scale, base;
-// Draw_Character (r_refdef.vrect.x + r_refdef.vrect.width/2, r_refdef.vrect.y + r_refdef.vrect.height/2, '+');
- if (num < 0 || num >= NUMCROSSHAIRS)
- num = 0;
- if (cl.viewentity)
- {
- int i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
- if (i >= 208 && i < 224) // blue
- i += 8;
- else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
- i += 15;
- color = (byte *) &d_8to24table[i];
- }
- else
- color = (byte *) &d_8to24table[15];
- if (crosshair_flashspeed.value >= 0.01f)
-// scale = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value + 1.0f) * (1.0f / 255.0f);
- base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
- else
- base = 0.0f;
- scale = crosshair_brightness.value / 255.0f;
- Draw_GenericPic(crosshairtex[num], color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, r_refdef.vrect.x + r_refdef.vrect.width * 0.5f - 8.0f, r_refdef.vrect.y + r_refdef.vrect.height * 0.5f - 8.0f, 16.0f, 16.0f);
+ 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);
}
+
+
+