From cc0135f51ba223b5f1dd22f106cd68b3b84d0429 Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 11 Jun 2006 13:18:01 +0000 Subject: [PATCH] removed crosshair_flashspeed and crosshair_flashrange cvars (flashing is now gone) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6463 d7cf8633-e32d-0410-b094-e92efae38249 --- r_crosshairs.c | 16 ++++------------ 1 file changed, 4 insertions(+), 12 deletions(-) diff --git a/r_crosshairs.c b/r_crosshairs.c index d8cec283..b3ff6727 100644 --- a/r_crosshairs.c +++ b/r_crosshairs.c @@ -8,8 +8,6 @@ cvar_t crosshair_color_green = {CVAR_SAVE, "crosshair_color_green", "0", "custom 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_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2", "speed at which the crosshair flashes"}; -cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1", "how much the crosshair flashes"}; 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)"}; @@ -21,8 +19,6 @@ void R_Crosshairs_Init(void) Cvar_RegisterVariable(&crosshair_color_blue); Cvar_RegisterVariable(&crosshair_brightness); Cvar_RegisterVariable(&crosshair_alpha); - Cvar_RegisterVariable(&crosshair_flashspeed); - Cvar_RegisterVariable(&crosshair_flashrange); Cvar_RegisterVariable(&crosshair_size); Cvar_RegisterVariable(&crosshair_static); } @@ -31,7 +27,7 @@ void R_GetCrosshairColor(float *out) { int i; vec3_t color; - float scale, base; + float scale; if (crosshair_useteamcolor.integer && cl.viewentity >= 1 && cl.viewentity <= cl.maxclients) { i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4; @@ -43,14 +39,10 @@ void R_GetCrosshairColor(float *out) } else VectorSet(color, crosshair_color_red.value, crosshair_color_green.value, crosshair_color_blue.value); - if (crosshair_flashspeed.value >= 0.01f) - base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value); - else - base = 0.0f; scale = crosshair_brightness.value; - out[0] = color[0] * scale + base; - out[1] = color[1] * scale + base; - out[2] = color[2] * scale + base; + 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 -- 2.39.2