]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_crosshairs.c
changed format of aliasvertex_t to use floats (hopefully this is a speedup, it sure...
[xonotic/darkplaces.git] / r_crosshairs.c
index 7e7bf7061501efda90534c03dc1c3855e5b8d91a..5522a2886c49b62c8952f8cfd4f67bf8df10d608 100644 (file)
@@ -76,7 +76,7 @@ void R_GetCrosshairColor(float *out)
        }
        else
                i = 15;
-       color = (qbyte *) &d_8to24table[i];
+       color = (qbyte *) &palette_complete[i];
        if (crosshair_flashspeed.value >= 0.01f)
                base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
        else
@@ -108,15 +108,15 @@ void R_DrawWorldCrosshair(void)
                return;
        if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
                return;
-       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
+       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
        if (!pic)
                return;
        R_GetCrosshairColor(color);
-       
+
        // trace the shot path up to a certain distance
        VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
        v1[2] += 16; // HACK: this depends on the QC
-       
+
        // get the forward vector for the gun (not the view)
        AngleVectors(cl.viewangles, v2, NULL, NULL);
        //VectorCopy(r_origin, v1);
@@ -137,10 +137,14 @@ void R_Draw2DCrosshair(void)
        num = crosshair.integer;
        if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
                return;
-       R_GetCrosshairColor(color);
-       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
+       if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+               return;
+       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
        if (pic)
+       {
+               R_GetCrosshairColor(color);
                DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - 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);
+       }
 }