]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Make vehicle crosshairs even more consistent
authorSeverin Meyer <sev.ch@web.de>
Wed, 29 Jul 2015 16:56:42 +0000 (18:56 +0200)
committerSeverin Meyer <sev.ch@web.de>
Wed, 29 Jul 2015 16:56:42 +0000 (18:56 +0200)
gfx/vehicles/crosshair_aim.tga [deleted file]
gfx/vehicles/crosshair_burst.tga [new file with mode: 0644]
gfx/vehicles/crosshair_guide.tga [new file with mode: 0644]
gfx/vehicles/crosshair_lock.tga
gfx/vehicles/crosshair_rain.tga [new file with mode: 0644]
gfx/vehicles/crosshair_tag.tga [deleted file]
qcsrc/client/vehicles/all.qc

diff --git a/gfx/vehicles/crosshair_aim.tga b/gfx/vehicles/crosshair_aim.tga
deleted file mode 100644 (file)
index 8709b58..0000000
Binary files a/gfx/vehicles/crosshair_aim.tga and /dev/null differ
diff --git a/gfx/vehicles/crosshair_burst.tga b/gfx/vehicles/crosshair_burst.tga
new file mode 100644 (file)
index 0000000..9f006ca
Binary files /dev/null and b/gfx/vehicles/crosshair_burst.tga differ
diff --git a/gfx/vehicles/crosshair_guide.tga b/gfx/vehicles/crosshair_guide.tga
new file mode 100644 (file)
index 0000000..46a67c2
Binary files /dev/null and b/gfx/vehicles/crosshair_guide.tga differ
index e5681e362a7429a95f0be3a7bb06f1ebd9a670f0..7168530522b3e6383bdc56de553b60af6dd79778 100644 (file)
Binary files a/gfx/vehicles/crosshair_lock.tga and b/gfx/vehicles/crosshair_lock.tga differ
diff --git a/gfx/vehicles/crosshair_rain.tga b/gfx/vehicles/crosshair_rain.tga
new file mode 100644 (file)
index 0000000..2fdc138
Binary files /dev/null and b/gfx/vehicles/crosshair_rain.tga differ
diff --git a/gfx/vehicles/crosshair_tag.tga b/gfx/vehicles/crosshair_tag.tga
deleted file mode 100644 (file)
index b757a68..0000000
Binary files a/gfx/vehicles/crosshair_tag.tga and /dev/null differ
index e86b0f72b95d0fd96c040d841157178bb8366f73..0f9b570f1daae2a4150fd83fc83986e0cc215d75 100644 (file)
 
 .float cnt;
 
-const string vCROSS_AIM  = "gfx/vehicles/crosshair_aim.tga";
-const string vCROSS_DROP = "gfx/vehicles/crosshair_drop.tga";
-const string vCROSS_HEAL = "gfx/vehicles/crosshair_heal.tga";
-const string vCROSS_HINT = "gfx/vehicles/crosshair_hint.tga";
-const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock.tga";
-const string vCROSS_TAG  = "gfx/vehicles/crosshair_tag.tga";
+const string vCROSS_BURST = "gfx/vehicles/crosshair_burst.tga";
+const string vCROSS_DROP  = "gfx/vehicles/crosshair_drop.tga";
+const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide.tga";
+const string vCROSS_HEAL  = "gfx/vehicles/crosshair_heal.tga";
+const string vCROSS_HINT  = "gfx/vehicles/crosshair_hint.tga";
+const string vCROSS_LOCK  = "gfx/vehicles/crosshair_lock.tga";
+const string vCROSS_RAIN  = "gfx/vehicles/crosshair_rain.tga";
 
 const int SBRM_FIRST     = 1;
 const int SBRM_VOLLY     = 1;
@@ -151,14 +152,14 @@ void Net_VehicleSetup()
                        break;
 
                case HUD_BUMBLEBEE:
-                       AuxiliaryXhairs[0].axh_image = vCROSS_LOCK; // Raygun-locked
-                       AuxiliaryXhairs[1].axh_image = vCROSS_TAG; // Gunner1
-                       AuxiliaryXhairs[2].axh_image = vCROSS_TAG; // Gunner2
+                       AuxiliaryXhairs[0].axh_image = vCROSS_LOCK;  // Raygun-locked
+                       AuxiliaryXhairs[1].axh_image = vCROSS_BURST; // Gunner1
+                       AuxiliaryXhairs[2].axh_image = vCROSS_BURST; // Gunner2
                        break;
 
                case HUD_BUMBLEBEE_GUN:
-                       AuxiliaryXhairs[0].axh_image = vCROSS_TAG; // Plasma cannons
-                       AuxiliaryXhairs[1].axh_image = vCROSS_TAG; // Raygun
+                       AuxiliaryXhairs[0].axh_image = vCROSS_BURST; // Plasma cannons
+                       AuxiliaryXhairs[1].axh_image = vCROSS_BURST; // Raygun
                        break;
        }
 }
@@ -442,9 +443,10 @@ void CSQC_SPIDER_HUD()
 
        switch(weapon2mode)
        {
-               case SBRM_VOLLY: crosshair = vCROSS_LOCK; break;
-               case SBRM_GUIDE: crosshair = vCROSS_AIM;  break;
-               default:         crosshair = vCROSS_TAG;
+               case SBRM_VOLLY:     crosshair = vCROSS_BURST; break;
+               case SBRM_GUIDE:     crosshair = vCROSS_GUIDE; break;
+               case SBRM_ARTILLERY: crosshair = vCROSS_RAIN;  break;
+               default:             crosshair = vCROSS_BURST;
        }
 
        Vehicles_drawHUD("vehicle_spider", "vehicle_spider_weapon1", "vehicle_spider_weapon2",
@@ -459,8 +461,9 @@ void CSQC_RAPTOR_HUD()
 
        switch(weapon2mode)
        {
-               case RSM_FLARE: crosshair = vCROSS_LOCK; break;
-               default:        crosshair = vCROSS_AIM;
+               case RSM_FLARE: crosshair = vCROSS_RAIN;  break;
+               case RSM_BOMB:  crosshair = vCROSS_BURST; break;
+               default:        crosshair = vCROSS_BURST;
        }
 
        Vehicles_drawHUD("vehicle_raptor", "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
@@ -474,7 +477,7 @@ void CSQC_WAKIZASHI_HUD()
        Vehicles_drawHUD("vehicle_racer", "vehicle_racer_weapon1", "vehicle_racer_weapon2",
                "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
                "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
-               vCROSS_AIM);
+               vCROSS_GUIDE);
 }
 
 void Vehicles_Precache()