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crosshair_chase: fade in/out player alpha changes and apply player alpha to the weapo...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / crosshair.qc
1 #include "crosshair.qh"
2
3 #include <client/draw.qh>
4 #include <client/hud/panel/scoreboard.qh>
5 #include <client/view.qh>
6 #include <common/deathtypes/all.qh>
7 #include <common/ent_cs.qh>
8 #include <common/mapobjects/trigger/viewloc.qh>
9 #include <common/minigames/cl_minigames.qh>
10 #include <common/minigames/cl_minigames_hud.qh>
11 #include <common/mutators/mutator/overkill/oknex.qh>
12 #include <common/vehicles/all.qh>
13 #include <common/viewloc.qh>
14 #include <common/wepent.qh>
15 #include <lib/csqcmodel/cl_player.qh>
16
17 float pickup_crosshair_time, pickup_crosshair_size;
18 float hitindication_crosshair_size;
19 float use_vortex_chargepool;
20
21 float reticle_type;
22
23 vector wcross_origin;
24 float wcross_scale_prev, wcross_alpha_prev;
25 vector wcross_color_prev;
26 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
27 vector wcross_color_goal_prev;
28 float wcross_changedonetime;
29
30 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
31 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
32 float wcross_name_changestarttime, wcross_name_changedonetime;
33 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
34
35 float wcross_ring_prev;
36
37 entity trueaim;
38 entity trueaim_rifle;
39
40 const float SHOTTYPE_HITTEAM = 1;
41 const float SHOTTYPE_HITOBSTRUCTION = 2;
42 const float SHOTTYPE_HITWORLD = 3;
43 const float SHOTTYPE_HITENEMY = 4;
44
45 void TrueAim_Init()
46 {
47         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
48         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
49 }
50
51 float EnemyHitCheck()
52 {
53         float t, n;
54         wcross_origin = project_3d_to_2d(trace_endpos);
55         wcross_origin.z = 0;
56         if(trace_ent)
57                 n = trace_ent.entnum;
58         else
59                 n = trace_networkentity;
60         if(n < 1)
61                 return SHOTTYPE_HITWORLD;
62         if(n > maxclients)
63                 return SHOTTYPE_HITWORLD;
64         t = entcs_GetTeam(n - 1);
65         if(teamplay)
66                 if(t == myteam)
67                         return SHOTTYPE_HITTEAM;
68         if(t == NUM_SPECTATOR)
69                 return SHOTTYPE_HITWORLD;
70         return SHOTTYPE_HITENEMY;
71 }
72
73 float TrueAimCheck(entity wepent)
74 {
75         if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
76                 return SHOTTYPE_HITWORLD;
77
78         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
79         vector vecs, trueaimpoint, w_shotorg;
80         vector mi, ma, dv;
81         float shottype;
82         entity ta;
83         float mv;
84
85         mi = ma = '0 0 0';
86         ta = trueaim;
87         mv = MOVE_NOMONSTERS;
88
89         switch(wepent.activeweapon) // WEAPONTODO
90         {
91                 case WEP_VORTEX:
92                 case WEP_OVERKILL_NEX:
93                 case WEP_VAPORIZER:
94                         mv = MOVE_NORMAL;
95                         break;
96                 case WEP_RIFLE:
97                         ta = trueaim_rifle;
98                         mv = MOVE_NORMAL;
99                         if(zoomscript_caught)
100                         {
101                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
102                                 return EnemyHitCheck();
103                         }
104                         break;
105                 case WEP_DEVASTATOR: // projectile has a size!
106                         mi = '-3 -3 -3';
107                         ma = '3 3 3';
108                         break;
109                 case WEP_FIREBALL: // projectile has a size!
110                         mi = '-16 -16 -16';
111                         ma = '16 16 16';
112                         break;
113                 case WEP_SEEKER: // projectile has a size!
114                         mi = '-2 -2 -2';
115                         ma = '2 2 2';
116                         break;
117                 case WEP_ELECTRO: // projectile has a size!
118                         mi = '0 0 -3';
119                         ma = '0 0 -3';
120                         break;
121         }
122
123         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
124
125         vecs = decompressShotOrigin(STAT(SHOTORG));
126
127         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
128         trueaimpoint = trace_endpos;
129         // move trueaimpoint a little bit forward to make the final tracebox reliable
130         // since it sometimes doesn't reach a teammate by a hair
131         trueaimpoint += view_forward;
132
133         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
134                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
135
136         if(vecs.x > 0)
137                 vecs.y = -vecs.y;
138         else
139                 vecs = '0 0 0';
140
141         dv = view_right * vecs.y + view_up * vecs.z;
142         w_shotorg = traceorigin + dv;
143
144         // now move the vecs forward as much as requested if possible
145         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
146         w_shotorg = trace_endpos - view_forward * nudge;
147
148         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
149         shottype = EnemyHitCheck();
150         if(shottype != SHOTTYPE_HITWORLD)
151                 return shottype;
152
153 #if 0
154         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
155         // or rather, I know why, but see no fix
156         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
157                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
158                 return SHOTTYPE_HITOBSTRUCTION;
159 #endif
160
161         return SHOTTYPE_HITWORLD;
162 }
163
164 void HUD_Crosshair_Vehicle(entity this)
165 {
166         if(hud != HUD_BUMBLEBEE_GUN)
167         {
168                 Vehicle info = REGISTRY_GET(Vehicles, hud);
169                 info.vr_crosshair(info, this);
170         }
171 }
172
173 vector crosshair_getcolor(entity this, float health_stat)
174 {
175         static float rainbow_last_flicker;
176         static vector rainbow_prev_color;
177         vector wcross_color = '0 0 0';
178         switch(autocvar_crosshair_color_special)
179         {
180                 case 1: // weapon color
181                 {
182                         if(this != WEP_Null && hud == HUD_NORMAL)
183                         {
184                                 wcross_color = this.wpcolor;
185                                 break;
186                         }
187                         else { goto normalcolor; }
188                 }
189
190                 case 2: // color based on health and armor
191                 {
192                         vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
193                         float health_and_armor = floor(v.x + 1);
194                         wcross_color = HUD_Get_Num_Color(health_and_armor, 200, false);
195                         break;
196                 }
197
198                 case 3: // rainbow/random color
199                 {
200                         if(time >= rainbow_last_flicker)
201                         {
202                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
203                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
204                         }
205                         wcross_color = rainbow_prev_color;
206                         break;
207                 }
208 LABEL(normalcolor)
209                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
210         }
211
212         return wcross_color;
213 }
214
215 void HUD_Crosshair(entity this)
216 {
217         // reset player's alpha here upon death since forced scoreboard prevents running the crosshair_chase code
218         if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
219                 csqcplayer.alpha = csqcplayer.m_alpha;
220
221         if (autocvar_chase_active > 0 && autocvar_chase_front)
222         {
223                 csqcplayer.alpha = csqcplayer.m_alpha;
224                 return;
225         }
226
227         float f, i, j;
228         vector v;
229         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
230                 && spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair)
231                 && !HUD_MinigameMenu_IsOpened())
232         {
233                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
234                         return;
235
236                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
237                         return;
238
239                 if (hud != HUD_NORMAL)
240                 {
241                         HUD_Crosshair_Vehicle(this);
242                         return;
243                 }
244
245                 string wcross_style;
246                 float wcross_alpha, wcross_resolution;
247                 wcross_style = autocvar_crosshair;
248                 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
249                         wcross_style = autocvar_crosshair_2d;
250                 if (wcross_style == "0")
251                         return;
252                 wcross_resolution = autocvar_crosshair_size;
253                 if (wcross_resolution == 0)
254                         return;
255                 wcross_alpha = autocvar_crosshair_alpha;
256                 if (wcross_alpha == 0)
257                         return;
258
259                 // TrueAim check
260                 float shottype;
261
262                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
263                 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
264                         wcross_origin = viewloc_mousepos;
265                 else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
266                 {
267                         vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
268                         float my_alpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
269                         if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1
270                                 && my_alpha > autocvar_crosshair_chase_playeralpha)
271                         {
272                                 bool hit = false;
273                                 if (pointinsidebox(view_origin, csqcplayer.absmin, csqcplayer.absmax))
274                                         hit = true;
275                                 else
276                                 {
277                                         WarpZone_TraceLine(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
278                                         if(trace_ent == csqcplayer)
279                                                 hit = true;
280                                 }
281                                 float prev_alpha = csqcplayer.alpha;
282                                 if(hit)
283                                         csqcplayer.alpha = max(csqcplayer.alpha - frametime * 5, autocvar_crosshair_chase_playeralpha);
284                                 else
285                                         csqcplayer.alpha = min(csqcplayer.alpha + frametime * 5, my_alpha);
286
287                                 if (csqcplayer.alpha != prev_alpha)
288                                 {
289                                         FOREACH_ENTITY_CLASS("ENT_CLIENT_MODEL", it.tag_entity == csqcplayer,
290                                         {
291                                                 it.alpha = csqcplayer.alpha;
292                                         });
293                                 }
294                         }
295                         traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
296                         wcross_origin = project_3d_to_2d(trace_endpos);
297                 }
298                 else
299                         wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
300                 wcross_origin.z = 0;
301                 if(autocvar_crosshair_hittest)
302                 {
303                         vector wcross_oldorigin;
304                         entity thiswep = viewmodels[0]; // TODO: unhardcode
305                         wcross_oldorigin = wcross_origin;
306                         shottype = TrueAimCheck(thiswep);
307                         if(shottype == SHOTTYPE_HITWORLD)
308                         {
309                                 v = wcross_origin - wcross_oldorigin;
310                                 v.x /= vid_conwidth;
311                                 v.y /= vid_conheight;
312                                 if(vdist(v, >, 0.01))
313                                         shottype = SHOTTYPE_HITOBSTRUCTION;
314                         }
315                         if(!autocvar_crosshair_hittest_showimpact)
316                                 wcross_origin = wcross_oldorigin;
317                 }
318                 else
319                         shottype = SHOTTYPE_HITWORLD;
320
321                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
322                 string wcross_name = "";
323                 float wcross_scale, wcross_blur;
324
325                 entity e = WEP_Null;
326                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
327                 {
328                         entity wepent = viewmodels[0]; // TODO: unhardcode
329                         e = wepent.switchingweapon;
330                         if(e)
331                         {
332                                 if(autocvar_crosshair_per_weapon)
333                                 {
334                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
335                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
336                                         //if (wcross_resolution == 0)
337                                                 //return;
338
339                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
340                                         wcross_resolution *= e.w_crosshair_size;
341                                         wcross_name = e.w_crosshair;
342                                 }
343                         }
344                 }
345
346                 if(wcross_name == "")
347                         wcross_name = strcat("gfx/crosshair", wcross_style);
348
349                 // MAIN CROSSHAIR COLOR DECISION
350                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
351
352                 if(autocvar_crosshair_effect_scalefade)
353                 {
354                         wcross_scale = wcross_resolution;
355                         wcross_resolution = 1;
356                 }
357                 else
358                 {
359                         wcross_scale = 1;
360                 }
361
362                 if(autocvar_crosshair_pickup)
363                 {
364                         float stat_pickup_time = STAT(LAST_PICKUP);
365
366                         if(pickup_crosshair_time < stat_pickup_time)
367                         {
368                                 if(time - stat_pickup_time < 5) // don't trigger the animation if it's too old
369                                         pickup_crosshair_size = 1;
370
371                                 pickup_crosshair_time = stat_pickup_time;
372                         }
373
374                         if(pickup_crosshair_size > 0)
375                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
376                         else
377                                 pickup_crosshair_size = 0;
378
379                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
380                 }
381
382                 // todo: make crosshair hit indication dependent on damage dealt
383                 if(autocvar_crosshair_hitindication)
384                 {
385                         vector col = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
386
387                         if(unaccounted_damage)
388                         {
389                                 hitindication_crosshair_size = 1;
390                         }
391
392                         if(hitindication_crosshair_size > 0)
393                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
394                         else
395                                 hitindication_crosshair_size = 0;
396
397                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
398                         wcross_color.x += sin(hitindication_crosshair_size) * col.x;
399                         wcross_color.y += sin(hitindication_crosshair_size) * col.y;
400                         wcross_color.z += sin(hitindication_crosshair_size) * col.z;
401                 }
402
403                 // no effects needed for targeting enemies, this can't possibly span all valid targets!
404                 // just show for teammates to give a sign that they're an invalid target
405                 //if(shottype == SHOTTYPE_HITENEMY)
406                         //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
407                 if(shottype == SHOTTYPE_HITTEAM)
408                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
409
410                 f = fabs(autocvar_crosshair_effect_time);
411                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
412                 {
413                         wcross_changedonetime = time + f;
414                 }
415                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
416                 {
417                         wcross_name_changestarttime = time;
418                         wcross_name_changedonetime = time + f;
419                         if(wcross_name_goal_prev_prev)
420                                 strunzone(wcross_name_goal_prev_prev);
421                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
422                         wcross_name_goal_prev = strzone(wcross_name);
423                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
424                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
425                         wcross_resolution_goal_prev = wcross_resolution;
426                 }
427
428                 wcross_scale_goal_prev = wcross_scale;
429                 wcross_alpha_goal_prev = wcross_alpha;
430                 wcross_color_goal_prev = wcross_color;
431
432                 if((shottype == SHOTTYPE_HITTEAM && autocvar_crosshair_hittest_blur_teammate)
433                         || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur_wall && !autocvar_chase_active))
434                 {
435                         wcross_blur = 1;
436                         wcross_alpha *= 0.75;
437                 }
438                 else
439                         wcross_blur = 0;
440                 // *_prev is at time-frametime
441                 // * is at wcross_changedonetime+f
442                 // what do we have at time?
443                 if(time < wcross_changedonetime)
444                 {
445                         f = frametime / (wcross_changedonetime - time + frametime);
446                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
447                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
448                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
449                 }
450
451                 wcross_scale_prev = wcross_scale;
452                 wcross_alpha_prev = wcross_alpha;
453                 wcross_color_prev = wcross_color;
454
455                 MUTATOR_CALLHOOK(UpdateCrosshair);
456
457                 wcross_scale *= 1 - autocvar__menu_alpha;
458                 wcross_alpha *= 1 - autocvar__menu_alpha;
459                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
460
461                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
462                 {
463                         // crosshair rings for weapon stats
464                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
465                         {
466                                 // declarations and stats
467                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
468                                 string ring_image = string_null, ring_inner_image = string_null;
469                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
470
471                                 ring_scale = autocvar_crosshair_ring_size;
472
473                                 entity wepent = viewmodels[0]; // TODO: unhardcode
474
475                                 int weapon_clipload = wepent.clip_load;
476                                 int weapon_clipsize = wepent.clip_size;
477
478                                 float arc_heat = wepent.arc_heat_percent;
479
480                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
481                                         vortex_charge_movingavg = wepent.vortex_charge;
482
483                                 float charge = 0;
484                                 float chargepool = 0;
485                                 bool ring_vortex_enabled = false;
486                                 if (autocvar_crosshair_ring && autocvar_crosshair_ring_vortex)
487                                 {
488                                         if (wepent.activeweapon == WEP_VORTEX)
489                                         {
490                                                 charge = wepent.vortex_charge;
491                                                 chargepool = wepent.vortex_chargepool_ammo;
492                                         }
493                                         else if (wepent.activeweapon == WEP_OVERKILL_NEX)
494                                         {
495                                                 charge = wepent.oknex_charge;
496                                                 chargepool = wepent.oknex_chargepool_ammo;
497                                         }
498                                         if (charge)
499                                                 ring_vortex_enabled = true;
500                                 }
501
502                                 if (ring_vortex_enabled)
503                                 {
504                                         if (chargepool || use_vortex_chargepool) {
505                                                 use_vortex_chargepool = 1;
506                                                 ring_inner_value = chargepool;
507                                         } else {
508                                                 float rate = autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
509                                                 vortex_charge_movingavg = (1 - rate) * vortex_charge_movingavg + rate * charge;
510                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (charge - vortex_charge_movingavg), 1);
511                                         }
512
513                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
514                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
515                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
516
517                                         // draw the outer ring to show the current charge of the weapon
518                                         ring_value = charge;
519                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
520                                         ring_rgb = wcross_color;
521                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
522                                 }
523                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
524                                 {
525                                         ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1);
526                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
527                                         ring_rgb = wcross_color;
528                                         ring_image = "gfx/crosshair_ring.tga";
529                                 }
530                                 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
531                                 {
532                                         ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
533                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
534                                         ring_rgb = wcross_color;
535                                         ring_image = "gfx/crosshair_ring.tga";
536                                 }
537                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
538                                 {
539                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
540                                         ring_scale = autocvar_crosshair_ring_reload_size;
541                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
542                                         ring_rgb = wcross_color;
543
544                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
545                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
546                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
547                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
548                                         else
549                                                 ring_image = "gfx/crosshair_ring.tga";
550                                 }
551                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
552                                 {
553                                         ring_value = arc_heat;
554                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
555                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
556                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
557                                         ring_image = "gfx/crosshair_ring.tga";
558                                 }
559
560                                 // if in weapon switch animation, fade ring out/in
561                                 if(autocvar_crosshair_effect_time > 0)
562                                 {
563                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
564                                         if (f >= 1)
565                                         {
566                                                 wcross_ring_prev = ((ring_image) ? true : false);
567                                         }
568
569                                         if(wcross_ring_prev)
570                                         {
571                                                 if(f < 1)
572                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
573                                         }
574                                         else
575                                         {
576                                                 if(f < 1)
577                                                         ring_alpha *= bound(0, f, 1);
578                                         }
579                                 }
580
581                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
582                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
583
584                                 if (ring_value)
585                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
586                         }
587
588 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
589                         MACRO_BEGIN \
590                                 vector scaled_sz = sz * wcross_size; \
591                                 if(wcross_blur > 0) \
592                                 { \
593                                         for(i = -2; i <= 2; ++i) \
594                                         for(j = -2; j <= 2; ++j) \
595                                         M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
596                                 } \
597                                 else \
598                                 { \
599                                         M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
600                                 } \
601                         MACRO_END
602
603 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
604                         drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
605
606 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
607                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
608
609                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
610                         {
611                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
612                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
613                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
614                                 f = 1 - f;
615                         }
616                         else
617                         {
618                                 f = 1;
619                         }
620                         wcross_name_alpha_goal_prev = f;
621
622                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
623                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
624
625                         if(autocvar_crosshair_dot)
626                         {
627                                 vector wcross_color_old;
628                                 wcross_color_old = wcross_color;
629
630                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
631                                         wcross_color = stov(autocvar_crosshair_dot_color);
632
633                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
634                                 // FIXME why don't we use wcross_alpha here?
635                                 wcross_color = wcross_color_old;
636                         }
637                 }
638         }
639         else
640         {
641                 wcross_scale_prev = 0;
642                 wcross_alpha_prev = 0;
643                 wcross_scale_goal_prev = 0;
644                 wcross_alpha_goal_prev = 0;
645                 wcross_changedonetime = 0;
646                 strfree(wcross_name_goal_prev);
647                 strfree(wcross_name_goal_prev_prev);
648                 wcross_name_changestarttime = 0;
649                 wcross_name_changedonetime = 0;
650                 wcross_name_alpha_goal_prev = 0;
651                 wcross_name_alpha_goal_prev_prev = 0;
652                 wcross_resolution_goal_prev = 0;
653                 wcross_resolution_goal_prev_prev = 0;
654         }
655 }
656
657 void DrawReticle(entity this)
658 {
659         if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
660         {
661                 reticle_type = 0;
662                 return;
663         }
664
665         float is_dead = (STAT(HEALTH) <= 0);
666         string reticle_image = string_null;
667         bool wep_zoomed = false;
668         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
669         {
670                 entity wepe = viewmodels[slot];
671                 Weapon wep = wepe.activeweapon;
672                 if(wep != WEP_Null && wep.wr_zoom)
673                 {
674                         bool do_zoom = wep.wr_zoom(wep, NULL);
675                         if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
676                                 reticle_image = wep.w_reticle;
677                         wep_zoomed += do_zoom;
678                 }
679         }
680         // Draw the aiming reticle for weapons that use it
681         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
682         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
683         // the view to go back to normal, so reticle_type would become 0 as we fade out)
684         if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc)
685         {
686                 // no zoom reticle while dead
687                 reticle_type = 0;
688         }
689         else if(wep_zoomed && autocvar_cl_reticle_weapon)
690         {
691                 if(reticle_image) { reticle_type = 2; }
692                 else { reticle_type = 0; }
693         }
694         else if(button_zoom || zoomscript_caught)
695         {
696                 // normal zoom
697                 reticle_type = 1;
698         }
699
700         if(reticle_type)
701         {
702                 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
703                 if(autocvar_cl_reticle_stretch)
704                 {
705                         reticle_size.x = vid_conwidth;
706                         reticle_size.y = vid_conheight;
707                         reticle_pos.x = 0;
708                         reticle_pos.y = 0;
709                 }
710                 else
711                 {
712                         reticle_size.x = max(vid_conwidth, vid_conheight);
713                         reticle_size.y = max(vid_conwidth, vid_conheight);
714                         reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
715                         reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
716                 }
717
718                 float f = (zoomscript_caught) ? 1 : current_zoomfraction;
719
720                 if(f)
721                 {
722                         switch(reticle_type)
723                         {
724                                 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
725                                 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
726                         }
727                 }
728         }
729 }