#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]; char crosshairtex1[16*16] = "0000000000000000" "0000000000000000" "0000000000000000" "0003000000003000" "0000500000050000" "0000070000700000" "0000007007000000" "0000000000000000" "0000000000000000" "0000007007000000" "0000070000700000" "0000500000050000" "0003000000003000" "0000000000000000" "0000000000000000" "0000000000000000" ; void r_crosshairs_start() { 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); } void r_crosshairs_shutdown() { } 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); } void DrawCrosshair(int num) { 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); }