-
-#include "quakedef.h"
-#include "cl_collision.h"
-
-cvar_t crosshair_color_red = {CVAR_SAVE, "crosshair_color_red", "1", "customizable crosshair color"};
-cvar_t crosshair_color_green = {CVAR_SAVE, "crosshair_color_green", "0", "customizable crosshair color"};
-cvar_t crosshair_color_blue = {CVAR_SAVE, "crosshair_color_blue", "0", "customizable crosshair color"};
-cvar_t crosshair_color_alpha = {CVAR_SAVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"};
-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)
-{
- Cvar_RegisterVariable(&crosshair_color_red);
- Cvar_RegisterVariable(&crosshair_color_green);
- Cvar_RegisterVariable(&crosshair_color_blue);
- Cvar_RegisterVariable(&crosshair_color_alpha);
- Cvar_RegisterVariable(&crosshair_size);
- Cvar_RegisterVariable(&crosshair_static);
-}
-
-void R_DrawWorldCrosshair(void)
-{
- int num;
- cachepic_t *pic;
- vec3_t v1, v2, spriteorigin;
- vec_t spritescale;
- trace_t trace;
- if (r_letterbox.value)
- return;
- if (crosshair_static.integer)
- return;
- num = crosshair.integer;
- if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
- return;
- if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
- return;
- pic = r_crosshairs[num];
- if (!pic)
- return;
-
- // trace the shot path up to a certain distance
- 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)
- AngleVectors(cl.viewangles, v2, NULL, NULL);
- //VectorCopy(r_view.origin, v1);
- VectorMA(v1, 8192, v2, v2);
- trace = CL_TraceBox(v1, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
- spritescale = trace.fraction * (8192.0f / 40.0f) * crosshair_size.value;
- VectorCopy(trace.endpos, spriteorigin);
-
- // draw the sprite
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_view.right, r_view.up, spritescale, -spritescale, -spritescale, spritescale, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value);
-}
-
-void R_Draw2DCrosshair(void)
-{
- int num;
- cachepic_t *pic;
- if (r_letterbox.value)
- return;
- if (!crosshair_static.integer)
- return;
- num = crosshair.integer;
- if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
- return;
- if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
- return;
- pic = r_crosshairs[num];
- if (pic)
- 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, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value, 0);
-}
-
-
-
-