]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/hud/crosshair.qc
646d5b1ba4291a7f15877261102739fc14ee8400
[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                         if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
269                         {
270                                 bool hit = false;
271                                 if (pointinsidebox(view_origin, csqcplayer.absmin, csqcplayer.absmax))
272                                         hit = true;
273                                 else
274                                 {
275                                         WarpZone_TraceLine(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
276                                         if(trace_ent == csqcplayer)
277                                                 hit = true;
278                                 }
279                                 if(hit)
280                                 {
281                                         float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
282                                         csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
283                                 }
284                                 else
285                                         csqcplayer.alpha = csqcplayer.m_alpha;
286                         }
287                         traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
288                         wcross_origin = project_3d_to_2d(trace_endpos);
289                 }
290                 else
291                         wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
292                 wcross_origin.z = 0;
293                 if(autocvar_crosshair_hittest)
294                 {
295                         vector wcross_oldorigin;
296                         entity thiswep = viewmodels[0]; // TODO: unhardcode
297                         wcross_oldorigin = wcross_origin;
298                         shottype = TrueAimCheck(thiswep);
299                         if(shottype == SHOTTYPE_HITWORLD)
300                         {
301                                 v = wcross_origin - wcross_oldorigin;
302                                 v.x /= vid_conwidth;
303                                 v.y /= vid_conheight;
304                                 if(vdist(v, >, 0.01))
305                                         shottype = SHOTTYPE_HITOBSTRUCTION;
306                         }
307                         if(!autocvar_crosshair_hittest_showimpact)
308                                 wcross_origin = wcross_oldorigin;
309                 }
310                 else
311                         shottype = SHOTTYPE_HITWORLD;
312
313                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
314                 string wcross_name = "";
315                 float wcross_scale, wcross_blur;
316
317                 entity e = WEP_Null;
318                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
319                 {
320                         entity wepent = viewmodels[0]; // TODO: unhardcode
321                         e = wepent.switchingweapon;
322                         if(e)
323                         {
324                                 if(autocvar_crosshair_per_weapon)
325                                 {
326                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
327                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
328                                         //if (wcross_resolution == 0)
329                                                 //return;
330
331                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
332                                         wcross_resolution *= e.w_crosshair_size;
333                                         wcross_name = e.w_crosshair;
334                                 }
335                         }
336                 }
337
338                 if(wcross_name == "")
339                         wcross_name = strcat("gfx/crosshair", wcross_style);
340
341                 // MAIN CROSSHAIR COLOR DECISION
342                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
343
344                 if(autocvar_crosshair_effect_scalefade)
345                 {
346                         wcross_scale = wcross_resolution;
347                         wcross_resolution = 1;
348                 }
349                 else
350                 {
351                         wcross_scale = 1;
352                 }
353
354                 if(autocvar_crosshair_pickup)
355                 {
356                         float stat_pickup_time = STAT(LAST_PICKUP);
357
358                         if(pickup_crosshair_time < stat_pickup_time)
359                         {
360                                 if(time - stat_pickup_time < 5) // don't trigger the animation if it's too old
361                                         pickup_crosshair_size = 1;
362
363                                 pickup_crosshair_time = stat_pickup_time;
364                         }
365
366                         if(pickup_crosshair_size > 0)
367                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
368                         else
369                                 pickup_crosshair_size = 0;
370
371                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
372                 }
373
374                 // todo: make crosshair hit indication dependent on damage dealt
375                 if(autocvar_crosshair_hitindication)
376                 {
377                         vector col = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
378
379                         if(unaccounted_damage)
380                         {
381                                 hitindication_crosshair_size = 1;
382                         }
383
384                         if(hitindication_crosshair_size > 0)
385                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
386                         else
387                                 hitindication_crosshair_size = 0;
388
389                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
390                         wcross_color.x += sin(hitindication_crosshair_size) * col.x;
391                         wcross_color.y += sin(hitindication_crosshair_size) * col.y;
392                         wcross_color.z += sin(hitindication_crosshair_size) * col.z;
393                 }
394
395                 // no effects needed for targeting enemies, this can't possibly span all valid targets!
396                 // just show for teammates to give a sign that they're an invalid target
397                 //if(shottype == SHOTTYPE_HITENEMY)
398                         //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
399                 if(shottype == SHOTTYPE_HITTEAM)
400                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
401
402                 f = fabs(autocvar_crosshair_effect_time);
403                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
404                 {
405                         wcross_changedonetime = time + f;
406                 }
407                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
408                 {
409                         wcross_name_changestarttime = time;
410                         wcross_name_changedonetime = time + f;
411                         if(wcross_name_goal_prev_prev)
412                                 strunzone(wcross_name_goal_prev_prev);
413                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
414                         wcross_name_goal_prev = strzone(wcross_name);
415                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
416                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
417                         wcross_resolution_goal_prev = wcross_resolution;
418                 }
419
420                 wcross_scale_goal_prev = wcross_scale;
421                 wcross_alpha_goal_prev = wcross_alpha;
422                 wcross_color_goal_prev = wcross_color;
423
424                 if((shottype == SHOTTYPE_HITTEAM && autocvar_crosshair_hittest_blur_teammate)
425                         || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur_wall && !autocvar_chase_active))
426                 {
427                         wcross_blur = 1;
428                         wcross_alpha *= 0.75;
429                 }
430                 else
431                         wcross_blur = 0;
432                 // *_prev is at time-frametime
433                 // * is at wcross_changedonetime+f
434                 // what do we have at time?
435                 if(time < wcross_changedonetime)
436                 {
437                         f = frametime / (wcross_changedonetime - time + frametime);
438                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
439                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
440                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
441                 }
442
443                 wcross_scale_prev = wcross_scale;
444                 wcross_alpha_prev = wcross_alpha;
445                 wcross_color_prev = wcross_color;
446
447                 MUTATOR_CALLHOOK(UpdateCrosshair);
448
449                 wcross_scale *= 1 - autocvar__menu_alpha;
450                 wcross_alpha *= 1 - autocvar__menu_alpha;
451                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
452
453                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
454                 {
455                         // crosshair rings for weapon stats
456                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
457                         {
458                                 // declarations and stats
459                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
460                                 string ring_image = string_null, ring_inner_image = string_null;
461                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
462
463                                 ring_scale = autocvar_crosshair_ring_size;
464
465                                 entity wepent = viewmodels[0]; // TODO: unhardcode
466
467                                 int weapon_clipload = wepent.clip_load;
468                                 int weapon_clipsize = wepent.clip_size;
469
470                                 float arc_heat = wepent.arc_heat_percent;
471
472                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
473                                         vortex_charge_movingavg = wepent.vortex_charge;
474
475                                 float charge = 0;
476                                 float chargepool = 0;
477                                 bool ring_vortex_enabled = false;
478                                 if (autocvar_crosshair_ring && autocvar_crosshair_ring_vortex)
479                                 {
480                                         if (wepent.activeweapon == WEP_VORTEX)
481                                         {
482                                                 charge = wepent.vortex_charge;
483                                                 chargepool = wepent.vortex_chargepool_ammo;
484                                         }
485                                         else if (wepent.activeweapon == WEP_OVERKILL_NEX)
486                                         {
487                                                 charge = wepent.oknex_charge;
488                                                 chargepool = wepent.oknex_chargepool_ammo;
489                                         }
490                                         if (charge)
491                                                 ring_vortex_enabled = true;
492                                 }
493
494                                 if (ring_vortex_enabled)
495                                 {
496                                         if (chargepool || use_vortex_chargepool) {
497                                                 use_vortex_chargepool = 1;
498                                                 ring_inner_value = chargepool;
499                                         } else {
500                                                 float rate = autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
501                                                 vortex_charge_movingavg = (1 - rate) * vortex_charge_movingavg + rate * charge;
502                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (charge - vortex_charge_movingavg), 1);
503                                         }
504
505                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
506                                         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);
507                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
508
509                                         // draw the outer ring to show the current charge of the weapon
510                                         ring_value = charge;
511                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
512                                         ring_rgb = wcross_color;
513                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
514                                 }
515                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
516                                 {
517                                         ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1);
518                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
519                                         ring_rgb = wcross_color;
520                                         ring_image = "gfx/crosshair_ring.tga";
521                                 }
522                                 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
523                                 {
524                                         ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
525                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
526                                         ring_rgb = wcross_color;
527                                         ring_image = "gfx/crosshair_ring.tga";
528                                 }
529                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
530                                 {
531                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
532                                         ring_scale = autocvar_crosshair_ring_reload_size;
533                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
534                                         ring_rgb = wcross_color;
535
536                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
537                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
538                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
539                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
540                                         else
541                                                 ring_image = "gfx/crosshair_ring.tga";
542                                 }
543                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
544                                 {
545                                         ring_value = arc_heat;
546                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
547                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
548                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
549                                         ring_image = "gfx/crosshair_ring.tga";
550                                 }
551
552                                 // if in weapon switch animation, fade ring out/in
553                                 if(autocvar_crosshair_effect_time > 0)
554                                 {
555                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
556                                         if (f >= 1)
557                                         {
558                                                 wcross_ring_prev = ((ring_image) ? true : false);
559                                         }
560
561                                         if(wcross_ring_prev)
562                                         {
563                                                 if(f < 1)
564                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
565                                         }
566                                         else
567                                         {
568                                                 if(f < 1)
569                                                         ring_alpha *= bound(0, f, 1);
570                                         }
571                                 }
572
573                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
574                                         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);
575
576                                 if (ring_value)
577                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
578                         }
579
580 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
581                         MACRO_BEGIN \
582                                 vector scaled_sz = sz * wcross_size; \
583                                 if(wcross_blur > 0) \
584                                 { \
585                                         for(i = -2; i <= 2; ++i) \
586                                         for(j = -2; j <= 2; ++j) \
587                                         M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
588                                 } \
589                                 else \
590                                 { \
591                                         M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
592                                 } \
593                         MACRO_END
594
595 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
596                         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)
597
598 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
599                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
600
601                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
602                         {
603                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
604                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
605                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
606                                 f = 1 - f;
607                         }
608                         else
609                         {
610                                 f = 1;
611                         }
612                         wcross_name_alpha_goal_prev = f;
613
614                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
615                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
616
617                         if(autocvar_crosshair_dot)
618                         {
619                                 vector wcross_color_old;
620                                 wcross_color_old = wcross_color;
621
622                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
623                                         wcross_color = stov(autocvar_crosshair_dot_color);
624
625                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
626                                 // FIXME why don't we use wcross_alpha here?
627                                 wcross_color = wcross_color_old;
628                         }
629                 }
630         }
631         else
632         {
633                 wcross_scale_prev = 0;
634                 wcross_alpha_prev = 0;
635                 wcross_scale_goal_prev = 0;
636                 wcross_alpha_goal_prev = 0;
637                 wcross_changedonetime = 0;
638                 strfree(wcross_name_goal_prev);
639                 strfree(wcross_name_goal_prev_prev);
640                 wcross_name_changestarttime = 0;
641                 wcross_name_changedonetime = 0;
642                 wcross_name_alpha_goal_prev = 0;
643                 wcross_name_alpha_goal_prev_prev = 0;
644                 wcross_resolution_goal_prev = 0;
645                 wcross_resolution_goal_prev_prev = 0;
646         }
647 }
648
649 void DrawReticle(entity this)
650 {
651         if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
652         {
653                 reticle_type = 0;
654                 return;
655         }
656
657         float is_dead = (STAT(HEALTH) <= 0);
658         string reticle_image = string_null;
659         bool wep_zoomed = false;
660         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
661         {
662                 entity wepe = viewmodels[slot];
663                 Weapon wep = wepe.activeweapon;
664                 if(wep != WEP_Null && wep.wr_zoom)
665                 {
666                         bool do_zoom = wep.wr_zoom(wep, NULL);
667                         if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
668                                 reticle_image = wep.w_reticle;
669                         wep_zoomed += do_zoom;
670                 }
671         }
672         // Draw the aiming reticle for weapons that use it
673         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
674         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
675         // the view to go back to normal, so reticle_type would become 0 as we fade out)
676         if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc)
677         {
678                 // no zoom reticle while dead
679                 reticle_type = 0;
680         }
681         else if(wep_zoomed && autocvar_cl_reticle_weapon)
682         {
683                 if(reticle_image) { reticle_type = 2; }
684                 else { reticle_type = 0; }
685         }
686         else if(button_zoom || zoomscript_caught)
687         {
688                 // normal zoom
689                 reticle_type = 1;
690         }
691
692         if(reticle_type)
693         {
694                 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
695                 if(autocvar_cl_reticle_stretch)
696                 {
697                         reticle_size.x = vid_conwidth;
698                         reticle_size.y = vid_conheight;
699                         reticle_pos.x = 0;
700                         reticle_pos.y = 0;
701                 }
702                 else
703                 {
704                         reticle_size.x = max(vid_conwidth, vid_conheight);
705                         reticle_size.y = max(vid_conwidth, vid_conheight);
706                         reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
707                         reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
708                 }
709
710                 float f = (zoomscript_caught) ? 1 : current_zoomfraction;
711
712                 if(f)
713                 {
714                         switch(reticle_type)
715                         {
716                                 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
717                                 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
718                         }
719                 }
720         }
721 }