#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"};
+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)"};
// must match NUMCROSSHAIRS in gl_draw.c
#define NUMCROSSHAIRS 6
void R_GetCrosshairColor(float *out)
{
int i;
- qbyte *color;
+ unsigned char *color;
float scale, base;
if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
{
}
else
i = 15;
- color = (qbyte *) &palette_complete[i];
+ color = (unsigned char *) &palette_complete[i];
if (crosshair_flashspeed.value >= 0.01f)
base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
else
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)
VectorCopy(trace.endpos, spriteorigin);
// draw the sprite
- R_DrawSprite(GL_ONE, GL_ONE, pic->tex, NULL, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
}
void R_Draw2DCrosshair(void)
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);