[iortcw] 53/152: All: Fix 3D crosshairs
Simon McVittie
smcv at debian.org
Fri Sep 8 10:39:58 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.5a
in repository iortcw.
commit 498d3ad4c57d5db770b73888f004a5121828dfdc
Author: Donny <M4N4T4RMS at gmail.com>
Date: Mon May 9 07:11:10 2016 -0400
All: Fix 3D crosshairs
---
MP/code/cgame/cg_draw.c | 20 +++++++++++++++++---
SP/code/cgame/cg_draw.c | 21 ++++++---------------
2 files changed, 23 insertions(+), 18 deletions(-)
diff --git a/MP/code/cgame/cg_draw.c b/MP/code/cgame/cg_draw.c
index 8af29e4..90d01d2 100644
--- a/MP/code/cgame/cg_draw.c
+++ b/MP/code/cgame/cg_draw.c
@@ -1723,6 +1723,7 @@ static void CG_DrawCrosshair( void ) {
float f;
float x, y;
int weapnum; // DHM - Nerve
+ vec4_t hcolor = {1, 1, 1, 1};
if ( cg.renderingThirdPerson ) {
return;
@@ -1793,8 +1794,6 @@ static void CG_DrawCrosshair( void ) {
// set color based on health
if ( cg_crosshairHealth.integer ) {
- vec4_t hcolor;
-
CG_ColorForHealth( hcolor );
trap_R_SetColor( hcolor );
} else {
@@ -1875,7 +1874,6 @@ static void CG_DrawCrosshair3D( void ) {
qhandle_t hShader;
float f;
int weapnum; // DHM - Nerve
-
trace_t trace;
vec3_t endpos;
float stereoSep, zProj, maxdist, xmax;
@@ -1980,7 +1978,23 @@ static void CG_DrawCrosshair3D( void ) {
ent.radius = w / 640 * xmax * trace.fraction * maxdist / zProj;
ent.customShader = hShader;
+ ent.shaderRGBA[0]=255;
+ ent.shaderRGBA[1]=255;
+ ent.shaderRGBA[2]=255;
+ ent.shaderRGBA[3]=255;
+
trap_R_AddRefEntityToScene(&ent);
+
+ if ( cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] ) {
+ ent.customShader = cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ];
+
+ ent.shaderRGBA[0]=255;
+ ent.shaderRGBA[1]=255;
+ ent.shaderRGBA[2]=255;
+ ent.shaderRGBA[3]=255;
+
+ trap_R_AddRefEntityToScene(&ent);
+ }
}
diff --git a/SP/code/cgame/cg_draw.c b/SP/code/cgame/cg_draw.c
index 65b1ce1..3f0f85a 100644
--- a/SP/code/cgame/cg_draw.c
+++ b/SP/code/cgame/cg_draw.c
@@ -2374,7 +2374,7 @@ static void CG_DrawCrosshair( void ) {
float f;
float x, y;
int weapnum; // DHM - Nerve
- vec4_t hcolor = {1, 1, 1, 0};
+ vec4_t hcolor = {1, 1, 1, 1};
qboolean friendInSights = qfalse;
if ( cg.renderingThirdPerson ) {
@@ -2556,7 +2556,7 @@ static void CG_DrawCrosshair3D( void ) {
qhandle_t hShader;
float f;
int weapnum; // DHM - Nerve
- vec4_t hcolor = {1, 1, 1, 0};
+ vec4_t hcolor = {1, 1, 1, 1};
qboolean friendInSights = qfalse;
trace_t trace;
@@ -2730,19 +2730,10 @@ static void CG_DrawCrosshair3D( void ) {
ent.radius = w / 640 * xmax * trace.fraction * maxdist / zProj;
ent.customShader = hShader;
- // set color based on health
- if ( cg_crosshairHealth.integer ) {
- CG_ColorForHealth( hcolor );
- ent.shaderRGBA[0]=(byte)(hcolor[0]*255.f);
- ent.shaderRGBA[1]=(byte)(hcolor[1]*255.f);
- ent.shaderRGBA[2]=(byte)(hcolor[2]*255.f);
- ent.shaderRGBA[3]=(byte)(hcolor[3]*255.f);
- } else {
- ent.shaderRGBA[0]=255;
- ent.shaderRGBA[1]=255;
- ent.shaderRGBA[2]=255;
- ent.shaderRGBA[3]=255;
- }
+ ent.shaderRGBA[0]=255;
+ ent.shaderRGBA[1]=255;
+ ent.shaderRGBA[2]=255;
+ ent.shaderRGBA[3]=(byte)(hcolor[3]*255.f);
trap_R_AddRefEntityToScene(&ent);
}
--
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