}
if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
- DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
+ 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);
if (ring_value)
- DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
}
#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
//float cursor_alpha = 1 - autocvar__menu_alpha;
+ //cursor_type = CURSOR_NORMAL;
//draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
}
if(!autocvar_hud_cursormode)
update_mousepos();
+ cursor_type = CURSOR_NORMAL;
if(autocvar__hud_configure)
HUD_Panel_Mouse();
else
vid_width = vf_size.x;
vid_height = vf_size.y;
+ ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
+
WaypointSprite_Load();
CSQCPlayer_SetCamera();
current_player = player_localnum;
myteam = entcs_GetTeam(current_player);
- ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
-
// abused multiple places below
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
renderscene();
- // now switch to 2D drawing mode by calling a 2D drawing function
- // then polygon drawing will draw as 2D stuff, and NOT get queued until the
- // next R_RenderScene call
- drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
+ // Now the the scene has been rendered, begin with the 2D drawing functions
View_NightVision();
DrawReticle(local_player);