1 #include "crosshair.qh"
3 #include <client/autocvars.qh>
4 #include <client/main.qh>
5 #include <client/miscfunctions.qh>
6 #include <client/hud/panel/scoreboard.qh>
7 #include <client/view.qh>
9 #include <lib/csqcmodel/cl_player.qh>
10 #include <common/deathtypes/all.qh>
11 #include <common/ent_cs.qh>
12 #include <common/vehicles/all.qh>
13 #include <common/viewloc.qh>
14 #include <common/mapobjects/trigger/viewloc.qh>
15 #include <common/wepent.qh>
16 #include <common/minigames/cl_minigames.qh>
17 #include <common/minigames/cl_minigames_hud.qh>
18 #include <common/mutators/mutator/overkill/oknex.qh>
20 const float MAX_TIME_DIFF = 5;
21 float pickup_crosshair_time, pickup_crosshair_size;
22 float hitindication_crosshair_size;
23 float use_vortex_chargepool;
28 float wcross_scale_prev, wcross_alpha_prev;
29 vector wcross_color_prev;
30 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
31 vector wcross_color_goal_prev;
32 float wcross_changedonetime;
34 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
35 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
36 float wcross_name_changestarttime, wcross_name_changedonetime;
37 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
39 float wcross_ring_prev;
44 const float SHOTTYPE_HITTEAM = 1;
45 const float SHOTTYPE_HITOBSTRUCTION = 2;
46 const float SHOTTYPE_HITWORLD = 3;
47 const float SHOTTYPE_HITENEMY = 4;
51 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
52 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
58 wcross_origin = project_3d_to_2d(trace_endpos);
63 n = trace_networkentity;
65 return SHOTTYPE_HITWORLD;
67 return SHOTTYPE_HITWORLD;
68 t = entcs_GetTeam(n - 1);
71 return SHOTTYPE_HITTEAM;
72 if(t == NUM_SPECTATOR)
73 return SHOTTYPE_HITWORLD;
74 return SHOTTYPE_HITENEMY;
77 float TrueAimCheck(entity wepent)
79 if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
80 return SHOTTYPE_HITWORLD;
82 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?
83 vector vecs, trueaimpoint, w_shotorg;
93 switch(wepent.activeweapon) // WEAPONTODO
96 case WEP_OVERKILL_NEX:
103 if(zoomscript_caught)
105 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
106 return EnemyHitCheck();
109 case WEP_DEVASTATOR: // projectile has a size!
113 case WEP_FIREBALL: // projectile has a size!
117 case WEP_SEEKER: // projectile has a size!
121 case WEP_ELECTRO: // projectile has a size!
127 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
129 vecs = decompressShotOrigin(STAT(SHOTORG));
131 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
132 trueaimpoint = trace_endpos;
133 // move trueaimpoint a little bit forward to make the final tracebox reliable
134 // since it sometimes doesn't reach a teammate by a hair
135 trueaimpoint += view_forward;
137 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
138 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
145 dv = view_right * vecs.y + view_up * vecs.z;
146 w_shotorg = traceorigin + dv;
148 // now move the vecs forward as much as requested if possible
149 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
150 w_shotorg = trace_endpos - view_forward * nudge;
152 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
153 shottype = EnemyHitCheck();
154 if(shottype != SHOTTYPE_HITWORLD)
158 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
159 // or rather, I know why, but see no fix
160 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
161 // 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
162 return SHOTTYPE_HITOBSTRUCTION;
165 return SHOTTYPE_HITWORLD;
168 void HUD_Crosshair_Vehicle(entity this)
170 if(hud != HUD_BUMBLEBEE_GUN)
172 Vehicle info = REGISTRY_GET(Vehicles, hud);
173 info.vr_crosshair(info, this);
177 vector crosshair_getcolor(entity this, float health_stat)
179 static float rainbow_last_flicker;
180 static vector rainbow_prev_color;
181 vector wcross_color = '0 0 0';
182 switch(autocvar_crosshair_color_special)
184 case 1: // weapon color
186 if(this != WEP_Null && hud == HUD_NORMAL)
188 wcross_color = this.wpcolor;
191 else { goto normalcolor; }
194 case 2: // color based on health and armor
196 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
197 float health_and_armor = floor(v.x + 1);
198 wcross_color = HUD_Get_Num_Color(health_and_armor, 200, false);
202 case 3: // rainbow/random color
204 if(time >= rainbow_last_flicker)
206 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
207 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
209 wcross_color = rainbow_prev_color;
213 default: { wcross_color = stov(autocvar_crosshair_color); break; }
219 void HUD_Crosshair(entity this)
221 // reset player's alpha here upon death since forced scoreboard prevents running the crosshair_chase code
222 if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
223 csqcplayer.alpha = csqcplayer.m_alpha;
227 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
228 && spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair)
229 && !HUD_MinigameMenu_IsOpened())
231 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
234 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
237 if (hud != HUD_NORMAL)
239 HUD_Crosshair_Vehicle(this);
244 float wcross_alpha, wcross_resolution;
245 wcross_style = autocvar_crosshair;
246 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
247 wcross_style = autocvar_crosshair_2d;
248 if (wcross_style == "0")
250 wcross_resolution = autocvar_crosshair_size;
251 if (wcross_resolution == 0)
253 wcross_alpha = autocvar_crosshair_alpha;
254 if (wcross_alpha == 0)
260 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
261 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
262 wcross_origin = viewloc_mousepos;
263 else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
265 vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
266 if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
268 traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
269 float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
270 if(trace_ent == csqcplayer)
271 csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
273 csqcplayer.alpha = csqcplayer.m_alpha;
275 traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
276 wcross_origin = project_3d_to_2d(trace_endpos);
279 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
281 if(autocvar_crosshair_hittest)
283 vector wcross_oldorigin;
284 entity thiswep = viewmodels[0]; // TODO: unhardcode
285 wcross_oldorigin = wcross_origin;
286 shottype = TrueAimCheck(thiswep);
287 if(shottype == SHOTTYPE_HITWORLD)
289 v = wcross_origin - wcross_oldorigin;
291 v.y /= vid_conheight;
292 if(vdist(v, >, 0.01))
293 shottype = SHOTTYPE_HITOBSTRUCTION;
295 if(!autocvar_crosshair_hittest_showimpact)
296 wcross_origin = wcross_oldorigin;
299 shottype = SHOTTYPE_HITWORLD;
301 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
302 string wcross_name = "";
303 float wcross_scale, wcross_blur;
306 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
308 entity wepent = viewmodels[0]; // TODO: unhardcode
309 e = wepent.switchingweapon;
312 if(autocvar_crosshair_per_weapon)
314 // WEAPONTODO: access these through some general settings (with non-balance config settings)
315 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
316 //if (wcross_resolution == 0)
319 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
320 wcross_resolution *= e.w_crosshair_size;
321 wcross_name = e.w_crosshair;
326 if(wcross_name == "")
327 wcross_name = strcat("gfx/crosshair", wcross_style);
329 // MAIN CROSSHAIR COLOR DECISION
330 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
332 if(autocvar_crosshair_effect_scalefade)
334 wcross_scale = wcross_resolution;
335 wcross_resolution = 1;
342 if(autocvar_crosshair_pickup)
344 float stat_pickup_time = STAT(LAST_PICKUP);
346 if(pickup_crosshair_time < stat_pickup_time)
348 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
349 pickup_crosshair_size = 1;
351 pickup_crosshair_time = stat_pickup_time;
354 if(pickup_crosshair_size > 0)
355 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
357 pickup_crosshair_size = 0;
359 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
362 // todo: make crosshair hit indication dependent on damage dealt
363 if(autocvar_crosshair_hitindication)
365 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
367 if(unaccounted_damage)
369 hitindication_crosshair_size = 1;
372 if(hitindication_crosshair_size > 0)
373 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
375 hitindication_crosshair_size = 0;
377 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
378 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
379 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
380 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
383 // no effects needed for targeting enemies, this can't possibly span all valid targets!
384 // just show for teammates to give a sign that they're an invalid target
385 //if(shottype == SHOTTYPE_HITENEMY)
386 //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
387 if(shottype == SHOTTYPE_HITTEAM)
388 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
390 f = fabs(autocvar_crosshair_effect_time);
391 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
393 wcross_changedonetime = time + f;
395 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
397 wcross_name_changestarttime = time;
398 wcross_name_changedonetime = time + f;
399 if(wcross_name_goal_prev_prev)
400 strunzone(wcross_name_goal_prev_prev);
401 wcross_name_goal_prev_prev = wcross_name_goal_prev;
402 wcross_name_goal_prev = strzone(wcross_name);
403 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
404 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
405 wcross_resolution_goal_prev = wcross_resolution;
408 wcross_scale_goal_prev = wcross_scale;
409 wcross_alpha_goal_prev = wcross_alpha;
410 wcross_color_goal_prev = wcross_color;
412 if((shottype == SHOTTYPE_HITTEAM && autocvar_crosshair_hittest_blur_teammate)
413 || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur_wall && !autocvar_chase_active))
416 wcross_alpha *= 0.75;
420 // *_prev is at time-frametime
421 // * is at wcross_changedonetime+f
422 // what do we have at time?
423 if(time < wcross_changedonetime)
425 f = frametime / (wcross_changedonetime - time + frametime);
426 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
427 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
428 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
431 wcross_scale_prev = wcross_scale;
432 wcross_alpha_prev = wcross_alpha;
433 wcross_color_prev = wcross_color;
435 MUTATOR_CALLHOOK(UpdateCrosshair);
437 wcross_scale *= 1 - autocvar__menu_alpha;
438 wcross_alpha *= 1 - autocvar__menu_alpha;
439 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
441 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
443 // crosshair rings for weapon stats
444 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
446 // declarations and stats
447 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
448 string ring_image = string_null, ring_inner_image = string_null;
449 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
451 ring_scale = autocvar_crosshair_ring_size;
453 entity wepent = viewmodels[0]; // TODO: unhardcode
455 int weapon_clipload = wepent.clip_load;
456 int weapon_clipsize = wepent.clip_size;
458 float arc_heat = wepent.arc_heat_percent;
459 float vcharge = wepent.vortex_charge;
460 float vchargepool = wepent.vortex_chargepool_ammo;
461 float oknex_charge_ = wepent.oknex_charge;
462 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
464 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
465 vortex_charge_movingavg = vcharge;
468 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
470 if (vchargepool || use_vortex_chargepool) {
471 use_vortex_chargepool = 1;
472 ring_inner_value = vchargepool;
474 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
475 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
478 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
479 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);
480 ring_inner_image = "gfx/crosshair_ring_inner.tga";
482 // draw the outer ring to show the current charge of the weapon
483 ring_value = vcharge;
484 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
485 ring_rgb = wcross_color;
486 ring_image = "gfx/crosshair_ring_nexgun.tga";
488 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
490 if (oknex_chargepool_ || use_vortex_chargepool) {
491 use_vortex_chargepool = 1;
492 ring_inner_value = oknex_chargepool_;
494 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
495 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
498 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
499 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
500 ring_inner_image = "gfx/crosshair_ring_inner.tga";
502 // draw the outer ring to show the current charge of the weapon
503 ring_value = oknex_charge_;
504 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
505 ring_rgb = wcross_color;
506 ring_image = "gfx/crosshair_ring_nexgun.tga";
508 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
510 ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
511 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
512 ring_rgb = wcross_color;
513 ring_image = "gfx/crosshair_ring.tga";
515 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
517 ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
518 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
519 ring_rgb = wcross_color;
520 ring_image = "gfx/crosshair_ring.tga";
522 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
524 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
525 ring_scale = autocvar_crosshair_ring_reload_size;
526 ring_alpha = autocvar_crosshair_ring_reload_alpha;
527 ring_rgb = wcross_color;
529 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
530 // if a new image for another weapon is added, add the code (and its respective file/value) here
531 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
532 ring_image = "gfx/crosshair_ring_rifle.tga";
534 ring_image = "gfx/crosshair_ring.tga";
536 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
538 ring_value = arc_heat;
539 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
540 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
541 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
542 ring_image = "gfx/crosshair_ring.tga";
545 // if in weapon switch animation, fade ring out/in
546 if(autocvar_crosshair_effect_time > 0)
548 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
551 wcross_ring_prev = ((ring_image) ? true : false);
557 ring_alpha *= fabs(1 - bound(0, f, 1));
562 ring_alpha *= bound(0, f, 1);
566 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
567 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);
570 DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
573 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
575 vector scaled_sz = sz * wcross_size; \
576 if(wcross_blur > 0) \
578 for(i = -2; i <= 2; ++i) \
579 for(j = -2; j <= 2; ++j) \
580 M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
584 M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
588 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
589 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)
591 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
592 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
594 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
596 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
597 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
598 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
605 wcross_name_alpha_goal_prev = f;
607 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
608 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
610 if(autocvar_crosshair_dot)
612 vector wcross_color_old;
613 wcross_color_old = wcross_color;
615 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
616 wcross_color = stov(autocvar_crosshair_dot_color);
618 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
619 // FIXME why don't we use wcross_alpha here?
620 wcross_color = wcross_color_old;
626 wcross_scale_prev = 0;
627 wcross_alpha_prev = 0;
628 wcross_scale_goal_prev = 0;
629 wcross_alpha_goal_prev = 0;
630 wcross_changedonetime = 0;
631 strfree(wcross_name_goal_prev);
632 strfree(wcross_name_goal_prev_prev);
633 wcross_name_changestarttime = 0;
634 wcross_name_changedonetime = 0;
635 wcross_name_alpha_goal_prev = 0;
636 wcross_name_alpha_goal_prev_prev = 0;
637 wcross_resolution_goal_prev = 0;
638 wcross_resolution_goal_prev_prev = 0;
642 void DrawReticle(entity this)
644 if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
650 float is_dead = (STAT(HEALTH) <= 0);
651 string reticle_image = string_null;
652 bool wep_zoomed = false;
653 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
655 entity wepe = viewmodels[slot];
656 Weapon wep = wepe.activeweapon;
657 if(wep != WEP_Null && wep.wr_zoom)
659 bool do_zoom = wep.wr_zoom(wep, NULL);
660 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
661 reticle_image = wep.w_reticle;
662 wep_zoomed += do_zoom;
665 // Draw the aiming reticle for weapons that use it
666 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
667 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
668 // the view to go back to normal, so reticle_type would become 0 as we fade out)
669 if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc)
671 // no zoom reticle while dead
674 else if(wep_zoomed && autocvar_cl_reticle_weapon)
676 if(reticle_image) { reticle_type = 2; }
677 else { reticle_type = 0; }
679 else if(button_zoom || zoomscript_caught)
687 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
688 if(autocvar_cl_reticle_stretch)
690 reticle_size.x = vid_conwidth;
691 reticle_size.y = vid_conheight;
697 reticle_size.x = max(vid_conwidth, vid_conheight);
698 reticle_size.y = max(vid_conwidth, vid_conheight);
699 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
700 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
703 float f = (zoomscript_caught) ? 1 : current_zoomfraction;
709 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
710 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;