Give crosshair control to the server

This commit is contained in:
cypress 2023-10-16 10:22:40 -04:00
parent e0983ae009
commit a41197667d
4 changed files with 106 additions and 31 deletions

View file

@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
extern cvar_t bgmtype;
extern qboolean domaxammo;
qboolean crosshair_pulse_grenade;
extern int EN_Find(int num,char *string);
@ -79,6 +80,7 @@ char *svc_strings[] =
"svc_bspdecal", //42 // [string] name [byte] decal_size [coords] pos
"svc_achievement", //43
"svc_maxammo" //44
//"svc_pulse" //45
};
//=============================================================================
@ -1225,6 +1227,11 @@ void CL_ParseServerMessage (void)
case svc_maxammo:
domaxammo = true;
break;
case svc_pulse:
crosshair_pulse_grenade = true;
break;
case svc_stufftext:
Cbuf_AddText (MSG_ReadString ());
break;

View file

@ -3232,6 +3232,29 @@ void PF_MaxAmmo(void)
MSG_WriteByte(&sv.reliable_datagram, svc_maxammo);
}
/*
=================
PF_GrenadePulse
pulses grenade crosshair
grenade_pulse()
=================
*/
void PF_GrenadePulse(void)
{
client_t *client;
int entnum;
entnum = G_EDICTNUM(OFS_PARM0);
if (entnum < 1 || entnum > svs.maxclients)
return;
client = &svs.clients[entnum-1];
MSG_WriteByte (&client->message, svc_pulse);
}
/*
=================
@ -3567,7 +3590,8 @@ ebfs_builtin_t pr_ebfs_builtins[] =
{ 442, "argv", PF_ArgV },
{ 500, "songegg", PF_SongEgg },
{ 501, "nzp_maxammo", PF_MaxAmmo }
{ 501, "nzp_maxammo", PF_MaxAmmo },
{ 502, "grenade_pulse", PF_GrenadePulse }
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end

View file

@ -150,6 +150,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define svc_achievement 43 // [string] name [byte] decal_size [coords] pos
#define svc_songegg 44 // [string] track name
#define svc_maxammo 45
#define svc_pulse 46
//

View file

@ -1290,6 +1290,8 @@ Draw_Crosshair
extern float crosshair_opacity;
extern cvar_t cl_crosshair_debug;
extern cvar_t crosshair;
extern qboolean crosshair_pulse_grenade;
void Draw_Crosshair (void)
{
if (cl_crosshair_debug.value) {
@ -1297,8 +1299,27 @@ void Draw_Crosshair (void)
Draw_FillByColor(0, vid.height/2, 480, 1, GU_RGBA(0, 255, 0, 255));
}
if (cl.stats[STAT_HEALTH] <= 20)
return;
if (!crosshair.value)
// The scope was originally a 480x272 graphic to fit the screen..
// but this is a total waste of VRAM.. 1mB down to 256kB lmao
if (cl.stats[STAT_ZOOM] == 2) {
// Draw the Scope
Draw_Pic (112, 7, sniper_scope);
// And its borders
Draw_FillByColor(0, 0, 480, 7, GU_RGBA(0, 0, 0, 255)); // Top
Draw_FillByColor(0, 263, 480, 9, GU_RGBA(0, 0, 0, 255)); // Bottom
Draw_FillByColor(0, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Left
Draw_FillByColor(368, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Right
}
if (Hitmark_Time > sv.time)
Draw_Pic ((vid.width - hitmark->width)/2,(vid.height - hitmark->height)/2, hitmark);
// Make sure to do this after hitmark drawing.
if (cl.stats[STAT_ZOOM] == 2)
return;
if (!crosshair_opacity)
@ -1333,19 +1354,16 @@ void Draw_Crosshair (void)
}
}
if (cl.stats[STAT_ACTIVEWEAPON] == W_M2 || cl.stats[STAT_ACTIVEWEAPON] == W_TESLA || cl.stats[STAT_ACTIVEWEAPON] == W_DG3)
{
Draw_CharacterRGBA((vid.width)/2-4, (vid.height)/2, 'O', 255, col, col, crosshair_opacity);
}
else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER)
{
int x_value, y_value;
int x_center, y_center;
int x_value, y_value;
int x_center, y_center;
int crosshair_offset;
// Standard crosshair (+)
if (crosshair.value == 1) {
x_center = vid.width/2;
y_center = vid.height/2;
int crosshair_offset = CrossHairWeapon() + cur_spread;
crosshair_offset = CrossHairWeapon() + cur_spread;
if (CrossHairMaxSpread() < crosshair_offset || croshhairmoving)
crosshair_offset = CrossHairMaxSpread();
@ -1369,32 +1387,57 @@ void Draw_Crosshair (void)
// Top
x_value = x_center;
y_value = y_center - crosshair_offset;
y_value = y_center - crosshair_offset_step;
Draw_FillByColor(x_value, y_value, 1, 3, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
// Bottom
x_value = x_center;
y_value = y_center + crosshair_offset - 3;
y_value = y_center + crosshair_offset_step - 3;
Draw_FillByColor(x_value, y_value, 1, 3, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
}
else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
Draw_CharacterRGBA((vid.width - 8)/2, (vid.height - 8)/2, '.', 255, col, col, crosshair_opacity);
// The scope was originally a 480x272 graphic to fit the screen..
// but this is a total waste of VRAM.. 1mB down to 256kB lmao
if (cl.stats[STAT_ZOOM] == 2) {
// Draw the Scope
Draw_Pic (112, 7, sniper_scope);
// And its borders
Draw_FillByColor(0, 0, 480, 7, GU_RGBA(0, 0, 0, 255)); // Top
Draw_FillByColor(0, 263, 480, 9, GU_RGBA(0, 0, 0, 255)); // Bottom
Draw_FillByColor(0, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Left
Draw_FillByColor(368, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Right
}
// Area of Effect (o)
else if (crosshair.value == 2) {
Draw_CharacterRGBA((vid.width)/2-4, (vid.height)/2, 'O', 255, col, col, crosshair_opacity);
}
// Dot crosshair (.)
else if (crosshair.value == 3) {
Draw_CharacterRGBA((vid.width - 8)/2, (vid.height - 8)/2, '.', 255, col, col, crosshair_opacity);
}
// Grenade crosshair
else if (crosshair.value == 4) {
x_center = vid.width/2;
y_center = vid.height/2;
if (Hitmark_Time > sv.time)
Draw_Pic ((vid.width - hitmark->width)/2,(vid.height - hitmark->height)/2, hitmark);
if (crosshair_pulse_grenade) {
crosshair_offset_step = 0;
cur_spread = 2;
}
crosshair_pulse_grenade = qfalse;
crosshair_offset = 12 + cur_spread;
crosshair_offset_step += (crosshair_offset - crosshair_offset_step) * 0.5;
// Left
x_value = x_center - crosshair_offset_step;
y_value = y_center;
Draw_FillByColor(x_value, y_value, 3, 1, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
// Right
x_value = x_center + crosshair_offset_step - 2;
y_value = y_center;
Draw_FillByColor(x_value, y_value, 3, 1, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
// Top
x_value = x_center;
y_value = y_center - crosshair_offset_step;
Draw_FillByColor(x_value, y_value, 1, 3, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
// Bottom
x_value = x_center;
y_value = y_center + crosshair_offset_step - 3;
Draw_FillByColor(x_value, y_value, 1, 3, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
}
}
/*