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", "0"};
// must match NUMCROSSHAIRS in gl_draw.c
#define NUMCROSSHAIRS 5
Cvar_RegisterVariable(&crosshair_flashspeed);
Cvar_RegisterVariable(&crosshair_flashrange);
Cvar_RegisterVariable(&crosshair_size);
+ Cvar_RegisterVariable(&crosshair_static);
R_RegisterModule("R_Crosshair", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap);
}
-/*
-void DrawCrosshair(int num)
-{
- int i;
- qbyte *color;
- float scale, base;
- char *picname;
- cachepic_t *pic;
- if (num < 0 || num >= NUMCROSSHAIRS)
- num = 0;
- if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
- {
- 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;
- }
- else
- i = 15;
- color = (qbyte *) &d_8to24table[i];
- if (crosshair_flashspeed.value >= 0.01f)
- base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
- else
- base = 0.0f;
- scale = crosshair_brightness.value * (1.0f / 255.0f);
- picname = va("gfx/crosshair%i.tga", num + 1);
- pic = Draw_CachePic(picname);
- if (pic)
- DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
-}
-*/
-
void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
{
rmeshbufferinfo_t m;
}
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.depthdisable = true;
m.numtriangles = 2;
m.numverts = 4;
m.tex[0] = R_GetTexture(texture);
- if (R_Mesh_Draw_GetBuffer(&m))
+ Matrix4x4_CreateIdentity(&m.matrix);
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
m.index[0] = 0;
m.index[1] = 1;
m.color[0] = m.color[4] = m.color[8] = m.color[12] = cr * m.colorscale;
m.color[1] = m.color[5] = m.color[9] = m.color[13] = cg * m.colorscale;
m.color[2] = m.color[6] = m.color[10] = m.color[14] = cb * m.colorscale;
- m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca * m.colorscale;
+ m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca;
m.texcoords[0][0] = 0;
m.texcoords[0][1] = 0;
m.texcoords[0][2] = 0;
m.vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
m.vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
m.vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
+ R_Mesh_Render();
}
}
vec_t spritescale;
float cr, cg, cb, ca;
num = crosshair.integer - 1;
- if (num < 0)
+ if (num < 0 || cl.intermission)
return;
if (num >= NUMCROSSHAIRS)
num = 0;
else
base = 0.0f;
scale = crosshair_brightness.value * (1.0f / 255.0f);
- //picname = va("gfx/crosshair%i.tga", num + 1);
- //pic = Draw_CachePic(picname);
- //if (pic)
- // DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
+
+ if (crosshair_static.integer)
+ {
+ char *picname;
+ cachepic_t *pic;
+
+ picname = va("gfx/crosshair%i.tga", num + 1);
+ pic = Draw_CachePic(picname);
+ if (pic)
+ DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
+ }
+ else
{
// trace the shot path up to a certain distance
VectorCopy(cl_entities[cl.viewentity].render.origin, v1);