]> icculus.org git repositories - divverent/darkplaces.git/blob - r_crosshairs.c
removed team colored crosshair feature, removed crosshair brightness cvar, renamed...
[divverent/darkplaces.git] / r_crosshairs.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4
5 cvar_t crosshair_color_red = {CVAR_SAVE, "crosshair_color_red", "1", "customizable crosshair color"};
6 cvar_t crosshair_color_green = {CVAR_SAVE, "crosshair_color_green", "0", "customizable crosshair color"};
7 cvar_t crosshair_color_blue = {CVAR_SAVE, "crosshair_color_blue", "0", "customizable crosshair color"};
8 cvar_t crosshair_color_alpha = {CVAR_SAVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"};
9 cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1", "adjusts size of the crosshair on the screen"};
10 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)"};
11
12 void R_Crosshairs_Init(void)
13 {
14         Cvar_RegisterVariable(&crosshair_color_red);
15         Cvar_RegisterVariable(&crosshair_color_green);
16         Cvar_RegisterVariable(&crosshair_color_blue);
17         Cvar_RegisterVariable(&crosshair_color_alpha);
18         Cvar_RegisterVariable(&crosshair_size);
19         Cvar_RegisterVariable(&crosshair_static);
20 }
21
22 void R_DrawWorldCrosshair(void)
23 {
24         int num;
25         cachepic_t *pic;
26         vec3_t v1, v2, spriteorigin;
27         vec_t spritescale;
28         trace_t trace;
29         if (r_letterbox.value)
30                 return;
31         if (crosshair_static.integer)
32                 return;
33         num = crosshair.integer;
34         if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
35                 return;
36         if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
37                 return;
38         pic = r_crosshairs[num];
39         if (!pic)
40                 return;
41
42         // trace the shot path up to a certain distance
43         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, v1);
44         v1[2] += 16; // HACK: this depends on the QC
45
46         // get the forward vector for the gun (not the view)
47         AngleVectors(cl.viewangles, v2, NULL, NULL);
48         //VectorCopy(r_view.origin, v1);
49         VectorMA(v1, 8192, v2, v2);
50         trace = CL_TraceBox(v1, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
51         spritescale = trace.fraction * (8192.0f / 40.0f) * crosshair_size.value;
52         VectorCopy(trace.endpos, spriteorigin);
53
54         // draw the sprite
55         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);
56 }
57
58 void R_Draw2DCrosshair(void)
59 {
60         int num;
61         cachepic_t *pic;
62         if (r_letterbox.value)
63                 return;
64         if (!crosshair_static.integer)
65                 return;
66         num = crosshair.integer;
67         if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
68                 return;
69         if (!cl.viewentity || !cl.entities[cl.viewentity].state_current.active)
70                 return;
71         pic = r_crosshairs[num];
72         if (pic)
73                 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);
74 }
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