crosshair correction, again...
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1404 fc73d0e0-1445-4013-8a0c-d673dee63da5
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81e7b2020d
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1 changed files with 9 additions and 7 deletions
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@ -1289,7 +1289,7 @@ void GLDraw_Crosshair(void)
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static int externalhair;
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float x1, x2, y1, y2;
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float size;
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float size, chc;
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if (crosshair.value == 1 && !*crosshairimage.string)
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{
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@ -1310,6 +1310,7 @@ void GLDraw_Crosshair(void)
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externalhair = Mod_LoadHiResTexture (crosshairimage.string, "crosshairs", false, true, true);
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}
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GL_Bind (externalhair);
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chc = 0;
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qglEnable (GL_BLEND);
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qglDisable(GL_ALPHA_TEST);
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@ -1317,6 +1318,7 @@ void GLDraw_Crosshair(void)
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else if (crosshair.value)
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{
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GL_Bind (cs_texture);
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chc = 1/16;
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if (crosshair.modified || crosshaircolor.modified || crosshair.value >= FIRSTANIMATEDCROSHAIR)
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{
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@ -1395,17 +1397,17 @@ void GLDraw_Crosshair(void)
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return;
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qglColor4f(1, 1, 1, crosshairalpha.value);
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size = crosshairsize.value;
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chc = size * chc;
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for (sc = 0; sc < cl.splitclients; sc++)
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{
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SCR_CrosshairPosition(sc, &x, &y);
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size = crosshairsize.value;
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// (size / 16) is needed to assure it's exactly centered
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x1 = x - size - (size / 16);
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x2 = x + size - (size / 16);
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y1 = y - size - (size / 16);
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y2 = y + size - (size / 16);
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x1 = x - size - chc;
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x2 = x + size - chc;
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y1 = y - size - chc;
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y2 = y + size - chc;
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qglBegin (GL_QUADS);
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qglTexCoord2f (0, 0);
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qglVertex2f (x1, y1);
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