#include "quakedef.h"
#include "cl_collision.h"
-cvar_t crosshair_useteamcolor = {CVAR_SAVE, "crosshair_useteamcolor", "0", "uses team color instead of customizable crosshair color"};
cvar_t crosshair_color_red = {CVAR_SAVE, "crosshair_color_red", "1", "customizable crosshair color"};
cvar_t crosshair_color_green = {CVAR_SAVE, "crosshair_color_green", "0", "customizable crosshair color"};
cvar_t crosshair_color_blue = {CVAR_SAVE, "crosshair_color_blue", "0", "customizable crosshair color"};
-cvar_t crosshair_brightness = {CVAR_SAVE, "crosshair_brightness", "1", "how bright the crosshair should be"};
-cvar_t crosshair_alpha = {CVAR_SAVE, "crosshair_alpha", "1", "how opaque the crosshair should be"};
+cvar_t crosshair_color_alpha = {CVAR_SAVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"};
cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1", "adjusts size of the crosshair on the screen"};
cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "1", "if 1 the crosshair is a 2D overlay, if 0 it is a sprite in the world indicating where your weapon will hit in standard quake mods (if the mod has the weapon somewhere else this won't be accurate)"};
void R_Crosshairs_Init(void)
{
- Cvar_RegisterVariable(&crosshair_useteamcolor);
Cvar_RegisterVariable(&crosshair_color_red);
Cvar_RegisterVariable(&crosshair_color_green);
Cvar_RegisterVariable(&crosshair_color_blue);
- Cvar_RegisterVariable(&crosshair_brightness);
- Cvar_RegisterVariable(&crosshair_alpha);
+ Cvar_RegisterVariable(&crosshair_color_alpha);
Cvar_RegisterVariable(&crosshair_size);
Cvar_RegisterVariable(&crosshair_static);
}
-void R_GetCrosshairColor(float *out)
-{
- int i;
- vec3_t color;
- float scale;
- if (crosshair_useteamcolor.integer && cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
- {
- i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
- if (i >= 208 && i < 224) // blue
- i += 8;
- else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
- i += 15;
- VectorScale((unsigned char *) &palette_complete[i], (1.0f / 255.0f), color);
- }
- else
- VectorSet(color, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value);
- scale = crosshair_brightness.value;
- out[0] = color[0] * scale;
- out[1] = color[1] * scale;
- out[2] = color[2] * scale;
- out[3] = crosshair_alpha.value;
-
- // clamp the colors and alpha
- out[0] = bound(0, out[0], 1);
- out[1] = bound(0, out[1], 1);
- out[2] = bound(0, out[2], 1);
- out[3] = bound(0, out[3], 1.0f);
-}
-
void R_DrawWorldCrosshair(void)
{
int num;
cachepic_t *pic;
vec3_t v1, v2, spriteorigin;
vec_t spritescale;
- vec4_t color;
trace_t trace;
if (r_letterbox.value)
return;
pic = r_crosshairs[num];
if (!pic)
return;
- R_GetCrosshairColor(color);
// trace the shot path up to a certain distance
Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, v1);
VectorCopy(trace.endpos, spriteorigin);
// draw the sprite
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_view.right, r_view.up, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, NULL, true, spriteorigin, r_view.right, r_view.up, spritescale, -spritescale, -spritescale, spritescale, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value);
}
void R_Draw2DCrosshair(void)
{
int num;
cachepic_t *pic;
- vec4_t color;
if (r_letterbox.value)
return;
if (!crosshair_static.integer)
return;
pic = r_crosshairs[num];
if (pic)
- {
- R_GetCrosshairColor(color);
- DrawQ_Pic((vid_conwidth.integer - pic->width * crosshair_size.value) * 0.5f, (vid_conheight.integer - pic->height * crosshair_size.value) * 0.5f, pic, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0], color[1], color[2], color[3], 0);
- }
+ DrawQ_Pic((vid_conwidth.integer - pic->width * crosshair_size.value) * 0.5f, (vid_conheight.integer - pic->height * crosshair_size.value) * 0.5f, pic, pic->width * crosshair_size.value, pic->height * crosshair_size.value, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value, crosshair_color_alpha.value, 0);
}