seta cl_artwork_stretch 0 "stretch artwork to fit the screen, even if it brakes image proportions"\r
seta cl_artwork_alpha 1 "artwork alpha"\r
seta cl_artwork_fade 0.3 "artwork fade in speed"\r
+\r
+seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)"\r
+seta cl_reticle_item_weapon 1 "draw aiming reticle for weapon zoom, 0 disables and values between 0 and 1 change alpha"\r
+seta cl_reticle_item_normal 1 "draw reticle when zooming without a weapon, 0 disables and values between 0 and 1 change alpha"\r
fov 90\r
seta cl_velocityzoom 0 "velocity based zooming of fov, negative values zoom out"\r
seta cl_velocityzoomtime 0.3 "time value for averaging speed values"\r
float Sbar_WouldDrawScoreboard ();\r
float view_set;\r
float camera_mode;\r
+float reticle_type;\r
float chase_active_old;\r
float artwork_fade;\r
float pickup_crosshair_time, pickup_crosshair_size;\r
vector v, vo;\r
float a;\r
\r
+ vector reticle_pos, reticle_size;\r
vector artwork_pos, artwork_size;\r
\r
WaypointSprite_Load();\r
// next R_RenderScene call\r
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
\r
+ // Draw the aiming reticle for weapons that use it\r
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
+ if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
+ reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
+ else if(activeweapon && (button_zoom || zoomscript_caught))\r
+ reticle_type = 2; // weapon zoom\r
+ else if(button_zoom || zoomscript_caught)\r
+ reticle_type = 1; // normal zoom\r
+\r
+ if(cvar("cl_reticle_stretch"))\r
+ {\r
+ reticle_size_x = vid_conwidth;\r
+ reticle_size_y = vid_conheight;\r
+ reticle_pos_x = 0;\r
+ reticle_pos_y = 0;\r
+ }\r
+ else\r
+ {\r
+ reticle_size_x = max(vid_conwidth, vid_conheight);\r
+ reticle_size_y = max(vid_conwidth, vid_conheight);\r
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
+ }\r
+\r
+ f = current_zoomfraction;\r
+ if(zoomscript_caught)\r
+ f = 1;\r
+ if(cvar("cl_reticle_item_normal"))\r
+ {\r
+ precache_pic("gfx/reticle_normal");\r
+ if(reticle_type == 1 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
+ }\r
+ if(cvar("cl_reticle_item_weapon"))\r
+ {\r
+ precache_pic("gfx/reticle_weapon");\r
+ if(reticle_type == 2 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ }\r
+\r
// screen effects\r
if(cvar("hud_contents"))\r
{\r