float Sbar_WouldDrawScoreboard ();\r
float view_set;\r
float camera_mode;\r
+float reticle_type;\r
float chase_active_old;\r
float artwork_fade;\r
float pickup_crosshair_time, pickup_crosshair_size;\r
vector v, vo;\r
float a;\r
\r
+ vector reticle_pos, reticle_size;\r
vector artwork_pos, artwork_size;\r
\r
WaypointSprite_Load();\r
// next R_RenderScene call\r
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
\r
+ // Draw the aiming reticle for weapons that use it\r
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
+ if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
+ reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
+ else if(activeweapon && (button_zoom || zoomscript_caught))\r
+ reticle_type = 2; // weapon zoom\r
+ else if(button_zoom || zoomscript_caught)\r
+ reticle_type = 1; // normal zoom\r
+\r
+ if(cvar("cl_reticle_stretch"))\r
+ {\r
+ reticle_size_x = vid_conwidth;\r
+ reticle_size_y = vid_conheight;\r
+ reticle_pos_x = 0;\r
+ reticle_pos_y = 0;\r
+ }\r
+ else\r
+ {\r
+ reticle_size_x = max(vid_conwidth, vid_conheight);\r
+ reticle_size_y = max(vid_conwidth, vid_conheight);\r
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
+ }\r
+\r
+ f = current_zoomfraction;\r
+ if(zoomscript_caught)\r
+ f = 1;\r
+ if(cvar("cl_reticle_item_normal"))\r
+ {\r
+ precache_pic("gfx/reticle_normal");\r
+ if(reticle_type == 1 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
+ }\r
+ if(cvar("cl_reticle_item_weapon"))\r
+ {\r
+ precache_pic("gfx/reticle_weapon");\r
+ if(reticle_type == 2 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ }\r
+\r
// screen effects\r
if(cvar("hud_contents"))\r
{\r
Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
}\r
\r
+ float weapon_clipload, weapon_clipsize, ring_scale;\r
+\r
+ float swallow_indicator;\r
+ if(cvar("crosshair_swallowindicator"))\r
+ swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
+\r
float hud;\r
hud = getstati(STAT_HUD);\r
\r
wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
wcross_origin_z = 0;\r
if(cvar("crosshair_hittest"))\r
+ if(!swallow_indicator)\r
{\r
vector wcross_oldorigin;\r
wcross_oldorigin = wcross_origin;\r
else\r
shottype = SHOTTYPE_HITWORLD;\r
\r
- float weapon_clipload, weapon_clipsize, ring_scale;\r
-\r
string wcross_style;\r
- wcross_style = cvar_string("crosshair");\r
+\r
+ if(swallow_indicator > 1)\r
+ wcross_style = "_canswallow_team.tga";\r
+ else if(swallow_indicator > 0)\r
+ wcross_style = "_canswallow.tga";\r
+ else\r
+ wcross_style = cvar_string("crosshair");\r
\r
if (wcross_style != "0") {\r
vector wcross_color, wcross_size;\r
string wcross_name;\r
float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
\r
- wcross_color_x = cvar("crosshair_color_red");\r
- wcross_color_y = cvar("crosshair_color_green");\r
- wcross_color_z = cvar("crosshair_color_blue");\r
+ if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
+ {\r
+ wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
+ wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
+ wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
+ }\r
+ else if(cvar("crosshair_color_by_health"))\r
+ {\r
+ local float x = getstati(STAT_HEALTH);\r
+ \r
+ //x = red\r
+ //y = green\r
+ //z = blue\r
+ \r
+ wcross_color_z = 0;\r
+ \r
+ if(x > 200)\r
+ {\r
+ wcross_color_x = 0;\r
+ wcross_color_y = 1;\r
+ }\r
+ else if(x > 150)\r
+ {\r
+ wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
+ wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
+ }\r
+ else if(x > 100)\r
+ {\r
+ wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
+ wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
+ wcross_color_z = 1 - (x-100)*0.02;\r
+ }\r
+ else if(x > 50)\r
+ {\r
+ wcross_color_x = 1;\r
+ wcross_color_y = 1;\r
+ wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; \r
+ }\r
+ else if(x > 20)\r
+ {\r
+ wcross_color_x = 1;\r
+ wcross_color_y = (x-20)*90/27/100;\r
+ wcross_color_z = (x-20)*90/27/100 * 0.2;\r
+ }\r
+ else\r
+ {\r
+ wcross_color_x = 1;\r
+ wcross_color_y = 0;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ wcross_color_x = cvar("crosshair_color_red");\r
+ wcross_color_y = cvar("crosshair_color_green");\r
+ wcross_color_z = cvar("crosshair_color_blue");\r
+ }\r
wcross_alpha = cvar("crosshair_color_alpha");\r
wcross_resolution = cvar("crosshair_size");\r
\r
{\r
wcross_scale = 1;\r
}\r
+ if(swallow_indicator)\r
+ wcross_scale *= cvar("crosshair_swallowindicator_size");\r
\r
if(cvar("crosshair_pickup"))\r
{\r
wcross_name_alpha_goal_prev = f;\r
\r
// ring around crosshair representing bullets left in weapon clip\r
- a = cvar("crosshair_ring_alpha");\r
weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
+ a = cvar("crosshair_ring_alpha");\r
if (weapon_clipload && a)\r
+ if (!swallow_indicator)\r
{\r
- f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
- ring_scale = cvar("crosshair_ring_size");\r
weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
+ ring_scale = cvar("crosshair_ring_size");\r
+ f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
}\r
}\r