void R_GetCrosshairColor(float *out)
{
int i;
- qbyte *color;
+ unsigned char *color;
float scale, base;
if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
{
}
else
i = 15;
- color = (qbyte *) &palette_complete[i];
+ color = (unsigned char *) &palette_complete[i];
if (crosshair_flashspeed.value >= 0.01f)
base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
else
return;
if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
return;
- pic = Draw_CachePic(va("gfx/crosshair%i.tga", num), true);
+ pic = Draw_CachePic(va("gfx/crosshair%i", num), true);
if (!pic)
return;
R_GetCrosshairColor(color);
// trace the shot path up to a certain distance
- VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
+ 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)
VectorCopy(trace.endpos, spriteorigin);
// draw the sprite
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, pic->tex, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
}
void R_Draw2DCrosshair(void)
return;
if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
return;
- pic = Draw_CachePic(va("gfx/crosshair%i.tga", num), true);
+ pic = Draw_CachePic(va("gfx/crosshair%i", num), true);
if (pic)
{
R_GetCrosshairColor(color);