fix which crosshair texture is used
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 10 Nov 2002 02:26:47 +0000 (02:26 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 10 Nov 2002 02:26:47 +0000 (02:26 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2614 d7cf8633-e32d-0410-b094-e92efae38249

r_crosshairs.c

index e660f08..5522a28 100644 (file)
@@ -108,15 +108,15 @@ void R_DrawWorldCrosshair(void)
                return;
        if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
                return;
-       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
+       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
        if (!pic)
                return;
        R_GetCrosshairColor(color);
-       
+
        // trace the shot path up to a certain distance
        VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
        v1[2] += 16; // HACK: this depends on the QC
-       
+
        // get the forward vector for the gun (not the view)
        AngleVectors(cl.viewangles, v2, NULL, NULL);
        //VectorCopy(r_origin, v1);
@@ -137,10 +137,14 @@ void R_Draw2DCrosshair(void)
        num = crosshair.integer;
        if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
                return;
-       R_GetCrosshairColor(color);
-       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num + 1));
+       if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+               return;
+       pic = Draw_CachePic(va("gfx/crosshair%i.tga", num));
        if (pic)
+       {
+               R_GetCrosshairColor(color);
                DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, pic->name, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0], color[1], color[2], color[3], 0);
+       }
 }