Client: add the Quake style crosshair (and make it respect the crosshair cvar...)
This commit is contained in:
parent
ac9cd39ca6
commit
2aed2e5f72
12 changed files with 34 additions and 19 deletions
|
@ -76,6 +76,7 @@ struct
|
|||
float m_flDamageIndicator;
|
||||
} g_seatslocal[4], *pSeatLocal;
|
||||
|
||||
void HUD_DrawQuakeCrosshair(void);
|
||||
void HUD_DrawAmmo1(void);
|
||||
void HUD_DrawAmmo2(void);
|
||||
void HUD_DrawAmmo3(void);
|
||||
|
|
|
@ -459,6 +459,20 @@ HUD_DrawDamageIndicator(void)
|
|||
pSeatLocal->m_flDamageIndicator -= clframetime;
|
||||
}
|
||||
|
||||
var bool autocvar_crosshair = 1;
|
||||
void
|
||||
HUD_DrawQuakeCrosshair(void)
|
||||
{
|
||||
const string quakeCross = "+";
|
||||
|
||||
if (autocvar_crosshair == 0)
|
||||
return;
|
||||
|
||||
float crossLength = Font_StringWidth(quakeCross, FALSE, FONT_20) / 2;
|
||||
vector crossPos = g_hudmins + (g_hudres / 2) + [-crossLength,-crossLength];
|
||||
Font_DrawText(crossPos, quakeCross, FONT_20);
|
||||
}
|
||||
|
||||
/* main entry */
|
||||
void
|
||||
HUD_Draw(void)
|
||||
|
|
|
@ -22,7 +22,6 @@ vector g_vecHUDNums[8] =
|
|||
[168 / 256, 92 / 128],
|
||||
[188 / 256, 92 / 128],
|
||||
[208 / 256, 92 / 128],
|
||||
|
||||
[188 / 256, 92 / 128],
|
||||
[208 / 256, 92 / 128]
|
||||
};
|
||||
|
|
|
@ -343,7 +343,7 @@ player::ReceiveEntity(float new, float flChanged)
|
|||
SetRenderMode(RM_DONTRENDER);
|
||||
SetRenderFX(RFX_GLOWSHELL);
|
||||
SetRenderColor([0.5, 0.5, 0.5]);
|
||||
SetRenderAmt(0.25f);
|
||||
SetRenderAmt(0.1f);
|
||||
} else if (HasQuadDamage()) {
|
||||
SetRenderFX(RFX_GLOWSHELL);
|
||||
SetRenderColor([0.5, 0.5, 1.0]);
|
||||
|
|
|
@ -170,6 +170,15 @@ weapontype_t w_crowbar_type(player pl)
|
|||
return WPNTYPE_CLOSE;
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
w_crowbar_crosshair(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
HUD_DrawQuakeCrosshair();
|
||||
#endif
|
||||
}
|
||||
|
||||
weapon_t w_crowbar =
|
||||
{
|
||||
.name = "axe",
|
||||
|
@ -183,7 +192,7 @@ weapon_t w_crowbar =
|
|||
.secondary = __NULL__,
|
||||
.reload = __NULL__,
|
||||
.release = __NULL__,
|
||||
.postdraw = __NULL__,
|
||||
.postdraw = w_crowbar_crosshair,
|
||||
.precache = w_crowbar_precache,
|
||||
.pickup = __NULL__,
|
||||
.updateammo = __NULL__,
|
||||
|
|
|
@ -174,10 +174,9 @@ w_grenadelauncher_crosshair(player pl)
|
|||
{
|
||||
#ifdef CLIENT
|
||||
vector aicon_pos;
|
||||
|
||||
Cross_DrawSub(g_cross_spr, [24,24], [72/128,24/128], [0.1875, 0.1875]);
|
||||
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
||||
|
||||
HUD_DrawQuakeCrosshair();
|
||||
HUD_DrawAmmo2();
|
||||
|
||||
drawsubpic(
|
||||
|
|
|
@ -151,8 +151,7 @@ w_lightning_crosshair(player pl)
|
|||
#ifdef CLIENT
|
||||
vector aicon_pos;
|
||||
|
||||
Cross_DrawSub(g_cross_spr, [24,24], [72/128,0], [0.1875, 0.1875]);
|
||||
|
||||
HUD_DrawQuakeCrosshair();
|
||||
HUD_DrawAmmo2();
|
||||
|
||||
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
||||
|
|
|
@ -158,8 +158,7 @@ w_nailgun_crosshair(player pl)
|
|||
#ifdef CLIENT
|
||||
vector aicon_pos;
|
||||
|
||||
Cross_DrawSub(g_cross_spr, [24,24], [48/128,0], [0.1875, 0.1875]);
|
||||
|
||||
HUD_DrawQuakeCrosshair();
|
||||
HUD_DrawAmmo2();
|
||||
|
||||
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
||||
|
|
|
@ -188,9 +188,7 @@ w_rocketlauncher_hud(player pl)
|
|||
vector laser_pos;
|
||||
vector aicon_pos;
|
||||
|
||||
Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
|
||||
|
||||
/* ammo counters */
|
||||
HUD_DrawQuakeCrosshair();
|
||||
HUD_DrawAmmo2();
|
||||
|
||||
/* ammo icon */
|
||||
|
|
|
@ -155,10 +155,9 @@ void
|
|||
w_shotgun_crosshair(player pl)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
|
||||
|
||||
HUD_DrawAmmo2();
|
||||
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
||||
HUD_DrawQuakeCrosshair();
|
||||
HUD_DrawAmmo2();
|
||||
drawsubpic(aicon_pos, [24,24], g_hudsgammo, [0, 0], [1,1], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -156,8 +156,7 @@ w_supernailgun_crosshair(player pl)
|
|||
#ifdef CLIENT
|
||||
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
||||
|
||||
Cross_DrawSub(g_cross_spr, [24,24], [0,48/128], [0.1875, 0.1875]);
|
||||
|
||||
HUD_DrawQuakeCrosshair();
|
||||
HUD_DrawAmmo2();
|
||||
|
||||
drawsubpic(aicon_pos, [24,24], g_hudsngammo, [0, 0], [1,1], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
|
||||
|
|
|
@ -178,8 +178,7 @@ w_supershotgun_hud(player pl)
|
|||
|
||||
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
||||
|
||||
Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]);
|
||||
|
||||
HUD_DrawQuakeCrosshair();
|
||||
HUD_DrawAmmo2();
|
||||
|
||||
drawsubpic(aicon_pos, [24,24], g_hudssgammo, [0, 0], [1,1], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
|
||||
|
|
Loading…
Reference in a new issue