#include "quakedef.h"
#include "cl_collision.h"
-cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1"};
-cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1"};
-cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2"};
-cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1"};
-cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1"};
-cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "1"};
-
-// must match NUMCROSSHAIRS in gl_draw.c
-#define NUMCROSSHAIRS 6
+cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1", "how bright the crosshair should be"};
+cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1", "how opaque the crosshair should be"};
+cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2", "speed at which the crosshair flashes"};
+cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1", "how much the crosshair flashes"};
+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_Init(void)
{
num = crosshair.integer;
if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
return;
- if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+ if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
return;
- pic = Draw_CachePic(va("gfx/crosshair%i", num), true);
+ pic = r_crosshairs[num];
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)
num = crosshair.integer;
if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
return;
- if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+ if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
return;
- pic = Draw_CachePic(va("gfx/crosshair%i", num), true);
+ pic = r_crosshairs[num];
if (pic)
{
R_GetCrosshairColor(color);
- DrawQ_Pic((vid_conwidth.integer - pic->width * crosshair_size.value) * 0.5f, (vid_conheight.integer - pic->height * crosshair_size.value) * 0.5f, pic->name, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0], color[1], color[2], color[3], 0);
+ 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, color[0], color[1], color[2], color[3], 0);
}
}