X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=910cbb4e66744779b388493e13bf76b9041b02cf;hb=d4ef2d3a8fb9f2710fb2038ed7cb82725f9c9d27;hp=4a0d48686cdb68e37c3ea14badf1c2ae987ae820;hpb=5dd9cd68d9db68adef7efeee9adf09980dc9677c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 4a0d48686..910cbb4e6 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -137,7 +137,7 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; - if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here + if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here zoomdir += button_attack2; if(spectatee_status > 0 || isdemo()) { @@ -274,7 +274,7 @@ float TrueAimCheck() case WEP_MINSTANEX: mv = MOVE_NORMAL; break; - case WEP_SNIPERRIFLE: + case WEP_RIFLE: ta = trueaim_rifle; mv = MOVE_NORMAL; if(zoomscript_caught) @@ -342,14 +342,13 @@ void CSQC_common_hud(void); void PostInit(void); void CSQC_Demo_Camera(); float HUD_WouldDrawScoreboard(); -float view_set; float camera_mode; float reticle_type; string NextFrameCommand; void CSQC_SPIDER_HUD(); void CSQC_RAPTOR_HUD(); -vector freeze_pmove_org, freeze_input_angles; +vector freeze_org, freeze_ang; entity nightvision_noise, nightvision_noise2; float pickup_crosshair_time, pickup_crosshair_size; @@ -368,6 +367,8 @@ vector liquidcolor_prev; float eventchase_current_distance; +float checkfail[16]; + void CSQC_UpdateView(float w, float h) { entity e; @@ -377,6 +378,17 @@ void CSQC_UpdateView(float w, float h) vector vf_size, vf_min; float a; + button_attack2 = (input_buttons & BUTTON_3); + button_zoom = (input_buttons & BUTTON_4); + +#define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE + CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0); + CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0); + CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0); + CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0); + CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0); + CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0); + vf_size = R_SetView3fv(VF_SIZE); vf_min = R_SetView3fv(VF_MIN); vid_width = vf_size_x; @@ -395,29 +407,21 @@ void CSQC_UpdateView(float w, float h) ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE); vo = '0 0 1' * getstati(STAT_VIEWHEIGHT); - warpzone_fixview_origin = pmove_org + vo; - warpzone_fixview_cl_viewangles = input_angles; - warpzone_fixview_angles = view_angles; - WarpZone_FixView(); - pmove_org = warpzone_fixview_origin - vo; - input_angles = warpzone_fixview_cl_viewangles; - view_angles = warpzone_fixview_angles; - if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1) { - pmove_org = freeze_pmove_org; - input_angles = view_angles = freeze_input_angles; - R_SetView(VF_ORIGIN, pmove_org + vo); - R_SetView(VF_ANGLES, view_angles); - //R_SetView(VF_CL_VIEWANGLES, input_angles); + R_SetView(VF_ORIGIN, freeze_org); + R_SetView(VF_ANGLES, freeze_ang); + } + else + { + freeze_org = R_SetView3fv(VF_ORIGIN); + freeze_ang = R_SetView3fv(VF_ANGLES); } - freeze_pmove_org = pmove_org; - freeze_input_angles = input_angles; // event chase camera if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { - if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission)) + if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission) { // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). // Ideally, there should be another way to enable third person cameras, such as through R_SetView() @@ -433,14 +437,16 @@ void CSQC_UpdateView(float w, float h) vector eventchase_target_origin; makevectors(view_angles); // pass 1, used to check where the camera would go and obtain the trace_fraction - eventchase_target_origin = pmove_org - view_forward * eventchase_current_distance; + eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance; - traceline(pmove_org, eventchase_target_origin, MOVE_NORMAL, self); + WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self); // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through - eventchase_target_origin = pmove_org - view_forward * eventchase_current_distance * (trace_fraction - 0.1); + eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1); + WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self); - R_SetView(VF_ORIGIN, eventchase_target_origin); + R_SetView(VF_ORIGIN, trace_endpos); + R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); } else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code { @@ -449,17 +455,16 @@ void CSQC_UpdateView(float w, float h) } } + WarpZone_FixView(); + //WarpZone_FixPMove(); + // Render the Scene - if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission)) - { - view_origin = pmove_org + vo; - view_angles = input_angles; - makevectors(view_angles); - view_forward = v_forward; - view_right = v_right; - view_up = v_up; - view_set = 1; - } + view_origin = R_SetView3fv(VF_ORIGIN); + view_angles = R_SetView3fv(VF_ANGLES); + makevectors(view_angles); + view_forward = v_forward; + view_right = v_right; + view_up = v_up; #ifdef BLURTEST if(time > blurtest_time0 && time < blurtest_time1) @@ -483,7 +488,10 @@ void CSQC_UpdateView(float w, float h) TargetMusic_Advance(); Fog_Force(); - drawframetime = max(0.000001, time - drawtime); + if(drawtime == 0) + drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps + else + drawframetime = bound(0.000001, time - drawtime, 1); drawtime = time; // watch for gametype changes here... @@ -505,22 +513,20 @@ void CSQC_UpdateView(float w, float h) carrierAnnouncer(); fov = autocvar_fov; - if(button_zoom || fov <= 59.5) + if(fov <= 59.5) { if(!zoomscript_caught) { - localcmd("+button4\n"); + localcmd("+button9\n"); zoomscript_caught = 1; - ignore_plus_zoom += 1; } } else { if(zoomscript_caught) { - localcmd("-button4\n"); + localcmd("-button9\n"); zoomscript_caught = 0; - ignore_minus_zoom += 1; } } @@ -546,6 +552,8 @@ void CSQC_UpdateView(float w, float h) // ALWAYS Clear Current Scene First R_ClearScene(); + R_SetView(VF_ORIGIN, view_origin); + R_SetView(VF_ANGLES, view_angles); // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this R_SetView(VF_SIZE, vf_size); @@ -594,10 +602,6 @@ void CSQC_UpdateView(float w, float h) // Draw the Engine Status Bar (the default Quake HUD) R_SetView(VF_DRAWENGINEHUD, 0); - // fetch this one only once per frame - hud_showbinds = autocvar_hud_showbinds; - hud_showbinds_limit = autocvar_hud_showbinds_limit; - // Update the mouse position /* mousepos_x = vid_conwidth; @@ -675,11 +679,11 @@ void CSQC_UpdateView(float w, float h) // the view to go back to normal, so reticle_type would become 0 as we fade out) if(spectatee_status || getstati(STAT_HEALTH) <= 0) reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators - else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) + else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) reticle_type = 2; // nex zoom else if(button_zoom || zoomscript_caught) reticle_type = 1; // normal zoom - else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2) + else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2) reticle_type = 2; // nex zoom if (reticle_type) @@ -765,7 +769,7 @@ void CSQC_UpdateView(float w, float h) drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); } - if(autocvar_hud_damage) + if(autocvar_hud_damage && !autocvar_chase_active) { splash_size_x = max(vid_conwidth, vid_conheight); splash_size_y = max(vid_conwidth, vid_conheight); @@ -831,14 +835,6 @@ void CSQC_UpdateView(float w, float h) drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); } - // Draw the mouse cursor - // NOTE: drawpic must happen after R_RenderScene for some reason - //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0); - //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0); - //self = edict_num(player_localnum); - //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0); - //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0); - // as long as the ctf part isn't in, this is useless if(menu_visible) menu_show(); @@ -853,6 +849,7 @@ void CSQC_UpdateView(float w, float h) if(self.draw2d) self.draw2d(); self = e; + Draw_ShowNames_All(); scoreboard_active = HUD_WouldDrawScoreboard(); @@ -895,7 +892,7 @@ void CSQC_UpdateView(float w, float h) CSQC_common_hud(); // crosshair goes VERY LAST - if(!scoreboard_active && !camera_active && intermission != 2) { + if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) { string wcross_style; float wcross_alpha, wcross_resolution; wcross_style = autocvar_crosshair; @@ -1110,127 +1107,137 @@ void CSQC_UpdateView(float w, float h) wcross_alpha *= 1 - autocvar__menu_alpha; wcross_size = drawgetimagesize(wcross_name) * wcross_scale; - // crosshair rings for weapon stats - if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) + if(wcross_scale >= 0.001 && wcross_alpha >= 0.001) { - // declarations and stats - float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha; - string ring_image, ring_inner_image; - vector ring_rgb, ring_inner_rgb; - - ring_scale = autocvar_crosshair_ring_size; + // crosshair rings for weapon stats + if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) + { + // declarations and stats + float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha; + string ring_image, ring_inner_image; + vector ring_rgb, ring_inner_rgb; - float weapon_clipload, weapon_clipsize; - weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); - weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); + ring_scale = autocvar_crosshair_ring_size; - float nex_charge, nex_chargepool; - nex_charge = getstatf(STAT_NEX_CHARGE); - nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL); + float weapon_clipload, weapon_clipsize; + weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); + weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); - if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game - nex_charge_movingavg = nex_charge; - + float nex_charge, nex_chargepool; + nex_charge = getstatf(STAT_NEX_CHARGE); + nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL); - // handle the values - if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex - { - if (nex_chargepool || use_nex_chargepool) { - use_nex_chargepool = 1; - ring_inner_value = nex_chargepool; - } else { - nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge; - ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); - } - - ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha; - ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue; - ring_inner_image = "gfx/crosshair_ring_inner.tga"; - - // draw the outer ring to show the current charge of the weapon - ring_value = nex_charge; - ring_alpha = autocvar_crosshair_ring_nex_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring_nexgun.tga"; - } - else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) - { - ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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. - ring_alpha = autocvar_crosshair_ring_minelayer_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } + if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game + nex_charge_movingavg = nex_charge; - if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring - { - ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); - ring_scale = autocvar_crosshair_ring_reload_size; - ring_alpha = autocvar_crosshair_ring_reload_alpha; - ring_rgb = wcross_color; - - // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances. - // if a new image for another weapon is added, add the code (and its respective file/value) here - if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80)) - ring_image = "gfx/crosshair_ring_sniperrifle.tga"; - else + + // handle the values + if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex + { + if (nex_chargepool || use_nex_chargepool) { + use_nex_chargepool = 1; + ring_inner_value = nex_chargepool; + } else { + nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge; + ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); + } + + ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha; + ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue; + ring_inner_image = "gfx/crosshair_ring_inner.tga"; + + // draw the outer ring to show the current charge of the weapon + ring_value = nex_charge; + ring_alpha = autocvar_crosshair_ring_nex_alpha; + ring_rgb = wcross_color; + ring_image = "gfx/crosshair_ring_nexgun.tga"; + } + else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) + { + ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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. + ring_alpha = autocvar_crosshair_ring_minelayer_alpha; + ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; - } + } + else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar) + { + ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1); + ring_alpha = autocvar_crosshair_ring_hagar_alpha; + ring_rgb = wcross_color; + ring_image = "gfx/crosshair_ring.tga"; + } - 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); + if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring + { + ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); + ring_scale = autocvar_crosshair_ring_reload_size; + ring_alpha = autocvar_crosshair_ring_reload_alpha; + ring_rgb = wcross_color; + + // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances. + // if a new image for another weapon is added, add the code (and its respective file/value) here + if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) + ring_image = "gfx/crosshair_ring_rifle.tga"; + else + ring_image = "gfx/crosshair_ring.tga"; + } - if (ring_value) - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE); - } + 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); + + if (ring_value) + DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE); + } #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \ - do \ - { \ - if(wcross_blur > 0) \ + do \ { \ - for(i = -2; i <= 2; ++i) \ + if(wcross_blur > 0) \ + { \ + for(i = -2; i <= 2; ++i) \ for(j = -2; j <= 2; ++j) \ - M(i,j,sz,wcross_name,wcross_alpha*0.04); \ - } \ - else \ - { \ - M(0,0,sz,wcross_name,wcross_alpha); \ + M(i,j,sz,wcross_name,wcross_alpha*0.04); \ + } \ + else \ + { \ + M(0,0,sz,wcross_name,wcross_alpha); \ + } \ } \ - } \ - while(0) + while(0) #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \ - drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL) + drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL) #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \ - CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha) + CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha) - if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev) - { - f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime); - wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale; - CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev); - f = 1 - f; - } - else - { - f = 1; - } + if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev) + { + f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime); + wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale; + CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev); + f = 1 - f; + } + else + { + f = 1; + } + wcross_name_alpha_goal_prev = f; - wcross_size = drawgetimagesize(wcross_name) * wcross_scale; - CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); - - if(autocvar_crosshair_dot) - { - vector wcross_color_old; - wcross_color_old = wcross_color; - if(autocvar_crosshair_dot_color != "0") - wcross_color = stov(autocvar_crosshair_dot_color); - CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha); - wcross_color = wcross_color_old; - } - - wcross_name_alpha_goal_prev = f; + wcross_size = drawgetimagesize(wcross_name) * wcross_scale; + CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); + + if(autocvar_crosshair_dot) + { + vector wcross_color_old; + wcross_color_old = wcross_color; + if(autocvar_crosshair_dot_color != "0") + wcross_color = stov(autocvar_crosshair_dot_color); + CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha); + // FIXME why don't we use wcross_alpha here? + wcross_color = wcross_color_old; + } + } } else { @@ -1587,7 +1594,6 @@ const float STAT_VEHICLESTAT_RELOAD2 = 66; } - void CSQC_common_hud(void) { // HUD_SortFrags(); done in HUD_Draw