+
#include "quakedef.h"
+#include "cl_collision.h"
cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1"};
cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1"};
cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2"};
cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1"};
cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1"};
+cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "0"};
// must match NUMCROSSHAIRS in gl_draw.c
#define NUMCROSSHAIRS 5
Cvar_RegisterVariable(&crosshair_flashspeed);
Cvar_RegisterVariable(&crosshair_flashrange);
Cvar_RegisterVariable(&crosshair_size);
+ Cvar_RegisterVariable(&crosshair_static);
}
-void DrawCrosshair(int num)
+void R_GetCrosshairColor(float *out)
{
int i;
- byte *color;
+ qbyte *color;
float scale, base;
- char *picname;
- cachepic_t *pic;
- if (num < 0 || num >= NUMCROSSHAIRS)
- num = 0;
- if (cl.viewentity)
+ if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
{
i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
if (i >= 208 && i < 224) // blue
}
else
i = 15;
- color = (byte *) &d_8to24table[i];
+ color = (qbyte *) &palette_complete[i];
if (crosshair_flashspeed.value >= 0.01f)
base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
else
base = 0.0f;
scale = crosshair_brightness.value * (1.0f / 255.0f);
- picname = va("gfx/crosshair%i.tga", num + 1);
- pic = Draw_CachePic(picname);
+ out[0] = color[0] * scale + base;
+ out[1] = color[1] * scale + base;
+ out[2] = color[2] * scale + base;
+ out[3] = crosshair_alpha.value;
+
+ // clamp the colors and alpha
+ out[0] = bound(0, out[0], 1);
+ out[1] = bound(0, out[1], 1);
+ out[2] = bound(0, out[2], 1);
+ out[3] = bound(0, out[3], 1.0f);
+}
+
+void R_DrawWorldCrosshair(void)
+{
+ int num;
+ cachepic_t *pic;
+ vec3_t v1, v2, spriteorigin;
+ vec_t spritescale;
+ vec4_t color;
+ if (r_letterbox.value)
+ return;
+ if (crosshair_static.integer)
+ return;
+ num = crosshair.integer;
+ if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
+ return;
+ if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+ return;
+ pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
+ if (!pic)
+ return;
+ R_GetCrosshairColor(color);
+
+ // trace the shot path up to a certain distance
+ VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
+ v1[2] += 16; // HACK: this depends on the QC
+
+ // get the forward vector for the gun (not the view)
+ AngleVectors(cl.viewangles, v2, NULL, NULL);
+ //VectorCopy(r_vieworigin, v1);
+ VectorMA(v1, 8192, v2, v2);
+ spritescale = CL_TraceLine(v1, v2, spriteorigin, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY) * (8192.0f / 40.0f) * crosshair_size.value;
+
+ // draw the sprite
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, pic->tex, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
+}
+
+void R_Draw2DCrosshair(void)
+{
+ int num;
+ cachepic_t *pic;
+ vec4_t color;
+ if (r_letterbox.value)
+ return;
+ if (!crosshair_static.integer)
+ return;
+ num = crosshair.integer;
+ if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
+ return;
+ if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+ return;
+ pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
if (pic)
- DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
+ {
+ R_GetCrosshairColor(color);
+ DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, pic->name, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0], color[1], color[2], color[3], 0);
+ }
}
+
+
+