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)
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);