ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
+ ring_inner_image = "gfx/crosshair_ring_inner";
// draw the outer ring to show the current charge of the weapon
ring_value = charge;
ring_alpha = autocvar_crosshair_ring_vortex_alpha;
ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
+ ring_image = "gfx/crosshair_ring_nexgun";
}
else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1);
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
+ ring_image = "gfx/crosshair_ring";
}
else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
{
ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
+ ring_image = "gfx/crosshair_ring";
}
else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
// 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 ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
- ring_image = "gfx/crosshair_ring_rifle.tga";
+ ring_image = "gfx/crosshair_ring_rifle";
else
- ring_image = "gfx/crosshair_ring.tga";
+ ring_image = "gfx/crosshair_ring";
}
else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
{
ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
- ring_image = "gfx/crosshair_ring.tga";
+ ring_image = "gfx/crosshair_ring";
}
// if in weapon switch animation, fade ring out/in
if((autocvar_crosshair_dot_color_custom) && (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);
+ CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot", f * autocvar_crosshair_dot_alpha);
// FIXME why don't we use wcross_alpha here?
wcross_color = wcross_color_old;
}
if(autocvar_hud_panel_pressedkeys_attack)
{
- drawpic_aspect_skin(pos + eX * (3/4 * keysize.x), ((pressedkeys & KEY_ATCK) ? "key_atck_inv.tga" : "key_atck.tga"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(pos + eX * (7/4 * keysize.x), ((pressedkeys & KEY_ATCK2) ? "key_atck2_inv.tga" : "key_atck2.tga"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos + eX * (3/4 * keysize.x), ((pressedkeys & KEY_ATCK) ? "key_atck_inv" : "key_atck"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos + eX * (7/4 * keysize.x), ((pressedkeys & KEY_ATCK2) ? "key_atck2_inv" : "key_atck2"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
pos.y += keysize.y;
}
- drawpic_aspect_skin(pos, ((pressedkeys & KEY_CROUCH) ? "key_crouch_inv.tga" : "key_crouch.tga"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(pos + eX * (5/4 * keysize.x), ((pressedkeys & KEY_FORWARD) ? "key_forward_inv.tga" : "key_forward.tga"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(pos + eX * (10/4 * keysize.x), ((pressedkeys & KEY_JUMP) ? "key_jump_inv.tga" : "key_jump.tga"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos, ((pressedkeys & KEY_CROUCH) ? "key_crouch_inv" : "key_crouch"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos + eX * (5/4 * keysize.x), ((pressedkeys & KEY_FORWARD) ? "key_forward_inv" : "key_forward"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos + eX * (10/4 * keysize.x), ((pressedkeys & KEY_JUMP) ? "key_jump_inv" : "key_jump"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
pos.y += keysize.y;
- drawpic_aspect_skin(pos + eX * (1/4 * keysize.x), ((pressedkeys & KEY_LEFT) ? "key_left_inv.tga" : "key_left.tga"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(pos + eX * (5/4 * keysize.x), ((pressedkeys & KEY_BACKWARD) ? "key_backward_inv.tga" : "key_backward.tga"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(pos + eX * (9/4 * keysize.x), ((pressedkeys & KEY_RIGHT) ? "key_right_inv.tga" : "key_right.tga"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos + eX * (1/4 * keysize.x), ((pressedkeys & KEY_LEFT) ? "key_left_inv" : "key_left"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos + eX * (5/4 * keysize.x), ((pressedkeys & KEY_BACKWARD) ? "key_backward_inv" : "key_backward"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(pos + eX * (9/4 * keysize.x), ((pressedkeys & KEY_RIGHT) ? "key_right_inv" : "key_right"), keysize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
}
{
get_mi_min_max_texcoords(1); // try the CLEVER way first
- minimapname = strcat("gfx/", mi_shortname, "_radar.tga");
+ minimapname = strcat("gfx/", mi_shortname, "_radar");
shortmapname = mi_shortname;
if (precache_pic(minimapname) == "")
{
// but maybe we have a non-clever minimap
- minimapname = strcat("gfx/", mi_shortname, "_mini.tga");
+ minimapname = strcat("gfx/", mi_shortname, "_mini");
if (precache_pic(minimapname) == "")
minimapname = ""; // FAIL
else
if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
}
else if(STAT(CAPTURE_PROGRESS))
{
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
}
else if(STAT(REVIVE_PROGRESS))
{
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
}
HUD_Scale_Disable();
tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
//tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
tc_11 = tc_01 + tc_10 - tc_00;
- R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
+ R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
tc_11 = tc_01 + tc_10 - tc_00;
- R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
+ R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
if(hud != HUD_NORMAL)
{
if((get_turretinfo(this.m_id)).spawnflags & TUR_FLAG_MOVE)
- txt = "gfx/vehicles/turret_moving.tga";
+ txt = "gfx/vehicles/turret_moving";
else
- txt = "gfx/vehicles/turret_stationary.tga";
+ txt = "gfx/vehicles/turret_stationary";
vector pz = drawgetimagesize(txt) * autocvar_cl_vehicles_crosshair_size;
drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.7, DRAWFLAG_NORMAL);
vector autocvar_hud_progressbar_vehicles_ammo1_color;
vector autocvar_hud_progressbar_vehicles_ammo2_color;
-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 string vCROSS_BURST = "gfx/vehicles/crosshair_burst";
+const string vCROSS_DROP = "gfx/vehicles/crosshair_drop";
+const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide";
+const string vCROSS_HEAL = "gfx/vehicles/crosshair_heal";
+const string vCROSS_HINT = "gfx/vehicles/crosshair_hint";
+const string vCROSS_LOCK = "gfx/vehicles/crosshair_lock";
+const string vCROSS_RAIN = "gfx/vehicles/crosshair_rain";
entity dropmark;
al = 0.25 + random() * 0.5;
_vtmp1 = this.origin + _dir * _len * (0.25 + i);
_vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //this.raygun_l1;
- Draw_CylindricLine(this.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
+ Draw_CylindricLine(this.origin, _vtmp1, sz, "gfx/colors/white", 1, 1, this.colormod, al, df, view_origin);
_vtmp2 = this.origin + _dir * _len * (0.5 + i);
_vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //this.raygun_l2;
- Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
+ Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white", 1, 1, this.colormod, al, df, view_origin);
_vtmp1 = this.origin + _dir * _len * (0.75 + i);
_vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //this.raygun_l3;
- Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
+ Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white", 1, 1, this.colormod, al, df, view_origin);
- Draw_CylindricLine(_vtmp1, this.bumble_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
+ Draw_CylindricLine(_vtmp1, this.bumble_origin + randomvec() * 32, sz, "gfx/colors/white", 1, 1, this.colormod, al, df, view_origin);
}
}