vec3_t v1, v2, spriteorigin;
vec_t spritescale;
vec4_t color;
+ if (r_letterbox.value)
+ return;
if (crosshair_static.integer)
return;
num = crosshair.integer;
// get the forward vector for the gun (not the view)
AngleVectors(cl.viewangles, v2, NULL, NULL);
- //VectorCopy(r_origin, v1);
+ //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, vright, vup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
+ 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;