diff --git a/engine/client/crosshairs.dat b/engine/client/crosshairs.dat index 15e0ea0a7..dfa1480bf 100644 --- a/engine/client/crosshairs.dat +++ b/engine/client/crosshairs.dat @@ -1,356 +1,356 @@ -//Config for Crosshairs -//crosshairs can be altered or added by editing only this file - -//winquake calls this every frame. -//gl calls when changed or animating (that's the diference in animated and non animated) - -//don't use a point more than 8 units away from the centre. -//default must be non animated - -#ifdef NUMCROSSHAIRS - -//case 0 is no cursor -//case 1 is the console text '+' -//neither use this file. - -case 2: - Pix(0 - 1, 0, c); - Pix(0 - 3, 0, c2); - Pix(0 + 1, 0, c); - Pix(0 + 3, 0, c2); - Pix(0, 0 - 1, c); - Pix(0, 0 - 3, c2); - Pix(0, 0 + 1, c); - Pix(0, 0 + 3, c2); - break; - -case 3: - Pix(0 - 1, 0, c); - Pix(0 - 2, 0, c2); - Pix(0 + 1, 0, c); - Pix(0 + 2, 0, c2); - Pix(0, 0 - 1, c); - Pix(0, 0 - 2, c2); - Pix(0, 0 + 1, c); - Pix(0, 0 + 2, c2); - break; - -case 4: - Pix(0-1, 0-1, c); - Pix(0-2, 0-2, c2); - Pix(0+1, 0+1, c); - Pix(0+2, 0+2, c2); - Pix(0-1, 0+1, c); - Pix(0-2, 0+2, c2); - Pix(0+1, 0-1, c); - Pix(0+2, 0-2, c2); - break; - -case 5: - Pix(0-1, 0-1, c); - Pix(0-3, 0-3, c2); - Pix(0+1, 0+1, c); - Pix(0+3, 0+3, c2); - Pix(0-1, 0+1, c); - Pix(0-3, 0+3, c2); - Pix(0+1, 0-1, c); - Pix(0+3, 0-3, c2); - break; - -case 6: - Pix(0-1, 0-2, c2); - Pix(0+1, 0-2, c2); - Pix(0-1, 0+2, c2); - Pix(0+1, 0+2, c2); - Pix(0-2, 0+1, c); - Pix(0-2, 0-1, c); - Pix(0+2, 0+1, c); - Pix(0+2, 0-1, c); - break; - -case 7: - Pix(0 , 0+2, c); - Pix(0+1, 0+1, c2); - Pix(0+2, 0 , c); - Pix(0+1, 0-1, c2); - Pix(0 , 0-2, c); - Pix(0-1, 0-1, c2); - Pix(0-2, 0 , c); - Pix(0-1, 0+1, c2); - break; - -case 8: - Pix(0 , 0+2, c); - Pix(0 , 0-2, c); - Pix(0+2, 0 , c2); - Pix(0-2, 0 , c2); - break; - -case 9: - Pix(0 , 0-1, c); - Pix(0-2, 0+1, c2); - Pix(0+2, 0+1, c2); - break; - -case 10: - Pix(0 , 0-3, c); - Pix(0-2, 0-2, c2); - Pix(0 , 0-2, c); - Pix(0+2, 0-2, c2); - Pix(0-3, 0 , c); - Pix(0-2, 0 , c); - Pix(0+2, 0 , c); - Pix(0+3, 0 , c); - Pix(0 , 0+3, c); - Pix(0-2, 0+2, c2); - Pix(0 , 0+2, c); - Pix(0+2, 0+2, c2); - break; - -case 11: - Pix(0-3, 0-3, c2); - Pix(0 , 0-3, c); - Pix(0+3, 0-3, c2); - Pix(0-2, 0-2, c2); - Pix(0 , 0-2, c); - Pix(0+2, 0-2, c2); - Pix(0-3, 0 , c); - Pix(0-2, 0 , c); - Pix(0+2, 0 , c); - Pix(0+3, 0 , c); - Pix(0 , 0+3, c); - Pix(0-2, 0+2, c2); - Pix(0 , 0+2, c); - Pix(0-3, 0+3, c2); - Pix(0+2, 0+2, c2); - Pix(0+3, 0+3, c2); - break; - -case 12: - Pix(0-4, 0 , c2); - Pix(0-3, 0 , c2); - Pix(0-2, 0 , c); - Pix(0-1, 0 , c); - Pix(0+1, 0 , c); - Pix(0+2, 0 , c); - Pix(0+3, 0 , c2); - Pix(0+4, 0 , c2); - break; - -case 13: - Pix(0 , 0-4, c2); - Pix(0 , 0-3, c2); - Pix(0 , 0-2, c); - Pix(0 , 0-1, c); - Pix(0 , 0+1, c); - Pix(0 , 0+2, c); - Pix(0 , 0+3, c2); - Pix(0 , 0+4, c2); - break; - -case 14: - Pix(0-4, 0 , c2); - Pix(0-3, 0 , c2); - Pix(0-2, 0 , c); - Pix(0-1, 0 , c); - Pix(0+1, 0 , c); - Pix(0+2, 0 , c); - Pix(0+3, 0 , c2); - Pix(0+4, 0 , c2); - - Pix(0 , 0-4, c2); - Pix(0 , 0-3, c2); - Pix(0 , 0-2, c); - Pix(0 , 0-1, c); - Pix(0 , 0+1, c); - Pix(0 , 0+2, c); - Pix(0 , 0+3, c2); - Pix(0 , 0+4, c2); - break; - -case 15: - Pix(0 , 0-4, c); - Pix(0-3, 0-3, c2); - Pix(0 , 0-3, c); - Pix(0+3, 0-3, c2); - Pix(0-2, 0-2, c2); - Pix(0 , 0-2, c); - Pix(0+2, 0-2, c2); - Pix(0-4, 0 , c); - Pix(0-3, 0 , c); - Pix(0-2, 0 , c); - Pix(0+2, 0 , c); - Pix(0+3, 0 , c); - Pix(0+4, 0 , c); - Pix(0 , 0+3, c); - Pix(0-2, 0+2, c2); - Pix(0 , 0+2, c); - Pix(0-3, 0+3, c2); - Pix(0+2, 0+2, c2); - Pix(0+3, 0+3, c2); - Pix(0 , 0+4, c); - break; - -case 16: - Pix(0 , 0 , c2); - Pix(0+1, 0+1, c); - break; - -case 17: - Pix(0 , 0 , c); - Pix(0 , 1, c2); - Pix(0 , 2, c2); - Pix( 1, 3, c); - Pix( 1, 0 , c2); - Pix( 2, 0 , c2); - Pix( 3, 1, c); - break; - -case 18: - Pix(0 , 0 , c); - Pix(-2, 0 , c2); - Pix(-3, 0 , c2); - Pix( 2, 0 , c2); - Pix( 3, 0 , c2); - Pix(-3, 1 , c2); - Pix( 3, 1 , c2); - Pix(-3, 2 , c2); - Pix( 3, 2 , c2); - Pix(-2, 2 , c2); - Pix( 2, 2 , c2); - Pix(-2, 3 , c2); - Pix( 2, 3 , c2); - Pix(-1, 3 , c2); - Pix( 1, 3 , c2); - Pix( 0, 3 , c2); - Pix( 0, 4 , c2); - break; - -case 19: //tripointer - Pix(0 , -1, c); //north - Pix(0 , -2, c); - Pix(0 , -3, c); - - Pix(1 , 1 , c); - Pix(2 , 2 , c);//east - Pix(3 , 3 , c); - - Pix(-1, 1 , c);//west - Pix(-2, 2 , c); - Pix(-3, 3 , c); - - break; - -case 20: //twin circles - { - #define DEG(a) (a * (3.14 / 180)) - #define SCLE 8 //don't let it get bigger than 16 wide (+-8) - #define SCLE2 4 - - int a; - #ifndef GLQUAKE - for (a = 0; a < 360; a+=5) //softquake doesn't draw as many pixels. - #else - for (a = 0; a < 360; a+=1) //glquake gets high precision - done less, ya see - #endif - { - Pix((int)(sin(DEG(a)) * SCLE ), (int)(cos(DEG(a)) * SCLE ) , c ); - Pix((int)(cos(DEG(a)) * SCLE2), (int)(sin(DEG(a)) * SCLE2) , c2); - } - - #undef SCLE - } -break; - -#else -//what's the next? -#define FIRSTANIMATEDCROSHAIR 21 -#endif -#ifdef NUMCROSSHAIRS - -case FIRSTANIMATEDCROSHAIR: //spinners -{ - #define DEG(a) (a * (3.14 / 180)) - #define SPEED 6 - #define SCLE 8 //don't let it get bigger than 16 wide (+-8) - #define SCLE2 4 - #define TIMER realtime - Pix((int)(sin(TIMER*SPEED ) * SCLE ), (int)(cos(TIMER*SPEED ) * SCLE ) , c ); - Pix((int)(sin(TIMER*SPEED+DEG(90 )) * SCLE ), (int)(cos(TIMER*SPEED+DEG(90 )) * SCLE ) , c ); - Pix((int)(sin(TIMER*SPEED+DEG(180)) * SCLE ), (int)(cos(TIMER*SPEED+DEG(180)) * SCLE ) , c ); - Pix((int)(sin(TIMER*SPEED+DEG(270)) * SCLE ), (int)(cos(TIMER*SPEED+DEG(270)) * SCLE ) , c ); - - Pix((int)(cos(TIMER*SPEED ) * SCLE2), (int)(sin(TIMER*SPEED ) * SCLE2) , c2); - Pix((int)(cos(TIMER*SPEED+DEG(90 )) * SCLE2), (int)(sin(TIMER*SPEED+DEG(90 )) * SCLE2) , c2); - Pix((int)(cos(TIMER*SPEED+DEG(180)) * SCLE2), (int)(sin(TIMER*SPEED+DEG(180)) * SCLE2) , c2); - Pix((int)(cos(TIMER*SPEED+DEG(270)) * SCLE2), (int)(sin(TIMER*SPEED+DEG(270)) * SCLE2) , c2); - - #undef SCLE -} - break; - -case (FIRSTANIMATEDCROSHAIR+1): -{ - #define DEG(a) (a * (3.14 / 180)) - #define SPEED 6 - #define SCLE 4 //don't let it get bigger than 16 wide (+-8) - #define TIMER realtime - - Pix((int)(sin(TIMER*SPEED ) * SCLE), (int)(sin(TIMER*SPEED ) * -SCLE) , c ); - Pix((int)(sin(TIMER*SPEED+DEG(180)) * SCLE), (int)(sin(TIMER*SPEED+DEG(180)) * -SCLE) , c2); - - Pix((int)(cos(TIMER*SPEED ) * SCLE), (int)(cos(TIMER*SPEED ) * SCLE ) , c ); - Pix((int)(cos(TIMER*SPEED+DEG(180)) * SCLE), (int)(cos(TIMER*SPEED+DEG(180)) * SCLE ) , c2); - - #undef SCLE - #undef SPEED -} - break; - -case (FIRSTANIMATEDCROSHAIR+2): -{ - #define DEG(a) (a * (3.14 / 180)) - #define SPEED 6 - #define SCLE 4 //don't let it get bigger than 16 wide (+-8) - #define TIMER realtime - - Pix((int)(sin(TIMER*SPEED ) * SCLE), (int)(sin(TIMER*SPEED ) * -SCLE) , c ); - Pix((int)(sin(TIMER*SPEED+DEG(90)) * SCLE), (int)(sin(TIMER*SPEED+DEG(90)) * -SCLE) , c2); - Pix((int)(sin(TIMER*SPEED+DEG(180)) * SCLE), (int)(sin(TIMER*SPEED+DEG(180)) * -SCLE) , c); - Pix((int)(sin(TIMER*SPEED+DEG(270)) * SCLE), (int)(sin(TIMER*SPEED+DEG(270)) * -SCLE) , c2); - - Pix((int)(cos(TIMER*SPEED ) * SCLE), (int)(cos(TIMER*SPEED ) * SCLE ) , c ); - Pix((int)(sin(TIMER*SPEED+DEG(90)) * SCLE), (int)(sin(TIMER*SPEED+DEG(90)) * SCLE) , c2); - Pix((int)(cos(TIMER*SPEED+DEG(180)) * SCLE), (int)(cos(TIMER*SPEED+DEG(180)) * SCLE ) , c); - Pix((int)(sin(TIMER*SPEED+DEG(270)) * SCLE), (int)(sin(TIMER*SPEED+DEG(270)) * SCLE) , c2); - - #undef SCLE - #undef SPEED -} - break; - -case (FIRSTANIMATEDCROSHAIR+3): -{ - int a; - #define DEG(a) (a * (3.14 / 180)) - #define SPEED 9 - #define SPEED2 4 - #define SIZE 8 //don't let it get bigger than 16 wide (+-8) - #define SCLE 8 - #define TIMER realtime - - for (a = -SIZE; a < SIZE; a+=2) - { - Pix(a, (int)(sin(TIMER*SPEED2) * SCLE), c); - Pix((int)(sin(TIMER*SPEED) * SCLE), a, c2); - } - -} - break; -#else - -//what did we reach -#define NUMCROSSHAIRS FIRSTANIMATEDCROSHAIR+3 -#define CROSSHAIR_H - +//Config for Crosshairs +//crosshairs can be altered or added by editing only this file + +//winquake calls this every frame. +//gl calls when changed or animating (that's the diference in animated and non animated) + +//don't use a point more than 8 units away from the centre. +//default must be non animated + +#ifdef NUMCROSSHAIRS + +//case 0 is no cursor +//case 1 is the console text '+' +//neither use this file. + +case 2: + Pix(0 - 1, 0, c); + Pix(0 - 3, 0, c2); + Pix(0 + 1, 0, c); + Pix(0 + 3, 0, c2); + Pix(0, 0 - 1, c); + Pix(0, 0 - 3, c2); + Pix(0, 0 + 1, c); + Pix(0, 0 + 3, c2); + break; + +case 3: + Pix(0 - 1, 0, c); + Pix(0 - 2, 0, c2); + Pix(0 + 1, 0, c); + Pix(0 + 2, 0, c2); + Pix(0, 0 - 1, c); + Pix(0, 0 - 2, c2); + Pix(0, 0 + 1, c); + Pix(0, 0 + 2, c2); + break; + +case 4: + Pix(0-1, 0-1, c); + Pix(0-2, 0-2, c2); + Pix(0+1, 0+1, c); + Pix(0+2, 0+2, c2); + Pix(0-1, 0+1, c); + Pix(0-2, 0+2, c2); + Pix(0+1, 0-1, c); + Pix(0+2, 0-2, c2); + break; + +case 5: + Pix(0-1, 0-1, c); + Pix(0-3, 0-3, c2); + Pix(0+1, 0+1, c); + Pix(0+3, 0+3, c2); + Pix(0-1, 0+1, c); + Pix(0-3, 0+3, c2); + Pix(0+1, 0-1, c); + Pix(0+3, 0-3, c2); + break; + +case 6: + Pix(0-1, 0-2, c2); + Pix(0+1, 0-2, c2); + Pix(0-1, 0+2, c2); + Pix(0+1, 0+2, c2); + Pix(0-2, 0+1, c); + Pix(0-2, 0-1, c); + Pix(0+2, 0+1, c); + Pix(0+2, 0-1, c); + break; + +case 7: + Pix(0 , 0+2, c); + Pix(0+1, 0+1, c2); + Pix(0+2, 0 , c); + Pix(0+1, 0-1, c2); + Pix(0 , 0-2, c); + Pix(0-1, 0-1, c2); + Pix(0-2, 0 , c); + Pix(0-1, 0+1, c2); + break; + +case 8: + Pix(0 , 0+2, c); + Pix(0 , 0-2, c); + Pix(0+2, 0 , c2); + Pix(0-2, 0 , c2); + break; + +case 9: + Pix(0 , 0-1, c); + Pix(0-2, 0+1, c2); + Pix(0+2, 0+1, c2); + break; + +case 10: + Pix(0 , 0-3, c); + Pix(0-2, 0-2, c2); + Pix(0 , 0-2, c); + Pix(0+2, 0-2, c2); + Pix(0-3, 0 , c); + Pix(0-2, 0 , c); + Pix(0+2, 0 , c); + Pix(0+3, 0 , c); + Pix(0 , 0+3, c); + Pix(0-2, 0+2, c2); + Pix(0 , 0+2, c); + Pix(0+2, 0+2, c2); + break; + +case 11: + Pix(0-3, 0-3, c2); + Pix(0 , 0-3, c); + Pix(0+3, 0-3, c2); + Pix(0-2, 0-2, c2); + Pix(0 , 0-2, c); + Pix(0+2, 0-2, c2); + Pix(0-3, 0 , c); + Pix(0-2, 0 , c); + Pix(0+2, 0 , c); + Pix(0+3, 0 , c); + Pix(0 , 0+3, c); + Pix(0-2, 0+2, c2); + Pix(0 , 0+2, c); + Pix(0-3, 0+3, c2); + Pix(0+2, 0+2, c2); + Pix(0+3, 0+3, c2); + break; + +case 12: + Pix(0-4, 0 , c2); + Pix(0-3, 0 , c2); + Pix(0-2, 0 , c); + Pix(0-1, 0 , c); + Pix(0+1, 0 , c); + Pix(0+2, 0 , c); + Pix(0+3, 0 , c2); + Pix(0+4, 0 , c2); + break; + +case 13: + Pix(0 , 0-4, c2); + Pix(0 , 0-3, c2); + Pix(0 , 0-2, c); + Pix(0 , 0-1, c); + Pix(0 , 0+1, c); + Pix(0 , 0+2, c); + Pix(0 , 0+3, c2); + Pix(0 , 0+4, c2); + break; + +case 14: + Pix(0-4, 0 , c2); + Pix(0-3, 0 , c2); + Pix(0-2, 0 , c); + Pix(0-1, 0 , c); + Pix(0+1, 0 , c); + Pix(0+2, 0 , c); + Pix(0+3, 0 , c2); + Pix(0+4, 0 , c2); + + Pix(0 , 0-4, c2); + Pix(0 , 0-3, c2); + Pix(0 , 0-2, c); + Pix(0 , 0-1, c); + Pix(0 , 0+1, c); + Pix(0 , 0+2, c); + Pix(0 , 0+3, c2); + Pix(0 , 0+4, c2); + break; + +case 15: + Pix(0 , 0-4, c); + Pix(0-3, 0-3, c2); + Pix(0 , 0-3, c); + Pix(0+3, 0-3, c2); + Pix(0-2, 0-2, c2); + Pix(0 , 0-2, c); + Pix(0+2, 0-2, c2); + Pix(0-4, 0 , c); + Pix(0-3, 0 , c); + Pix(0-2, 0 , c); + Pix(0+2, 0 , c); + Pix(0+3, 0 , c); + Pix(0+4, 0 , c); + Pix(0 , 0+3, c); + Pix(0-2, 0+2, c2); + Pix(0 , 0+2, c); + Pix(0-3, 0+3, c2); + Pix(0+2, 0+2, c2); + Pix(0+3, 0+3, c2); + Pix(0 , 0+4, c); + break; + +case 16: + Pix(0 , 0 , c2); + Pix(0+1, 0+1, c); + break; + +case 17: + Pix(0 , 0 , c); + Pix(0 , 1, c2); + Pix(0 , 2, c2); + Pix( 1, 3, c); + Pix( 1, 0 , c2); + Pix( 2, 0 , c2); + Pix( 3, 1, c); + break; + +case 18: + Pix(0 , 0 , c); + Pix(-2, 0 , c2); + Pix(-3, 0 , c2); + Pix( 2, 0 , c2); + Pix( 3, 0 , c2); + Pix(-3, 1 , c2); + Pix( 3, 1 , c2); + Pix(-3, 2 , c2); + Pix( 3, 2 , c2); + Pix(-2, 2 , c2); + Pix( 2, 2 , c2); + Pix(-2, 3 , c2); + Pix( 2, 3 , c2); + Pix(-1, 3 , c2); + Pix( 1, 3 , c2); + Pix( 0, 3 , c2); + Pix( 0, 4 , c2); + break; + +case 19: //tripointer + Pix(0 , -1, c); //north + Pix(0 , -2, c); + Pix(0 , -3, c); + + Pix(1 , 1 , c); + Pix(2 , 2 , c);//east + Pix(3 , 3 , c); + + Pix(-1, 1 , c);//west + Pix(-2, 2 , c); + Pix(-3, 3 , c); + + break; + +case 20: //twin circles + { + #define DEG(a) (a * (3.14 / 180)) + #define SCLE 8 //don't let it get bigger than 16 wide (+-8) + #define SCLE2 4 + + int a; + #ifndef GLQUAKE + for (a = 0; a < 360; a+=5) //softquake doesn't draw as many pixels. + #else + for (a = 0; a < 360; a+=1) //glquake gets high precision - done less, ya see + #endif + { + Pix((int)(sin(DEG(a)) * SCLE ), (int)(cos(DEG(a)) * SCLE ) , c ); + Pix((int)(cos(DEG(a)) * SCLE2), (int)(sin(DEG(a)) * SCLE2) , c2); + } + + #undef SCLE + } +break; + +#else +//what's the next? +#define FIRSTANIMATEDCROSHAIR 21 +#endif +#ifdef NUMCROSSHAIRS + +case FIRSTANIMATEDCROSHAIR: //spinners +{ + #define DEG(a) (a * (3.14 / 180)) + #define SPEED 6 + #define SCLE 8 //don't let it get bigger than 16 wide (+-8) + #define SCLE2 4 + #define TIMER realtime + Pix((int)(sin(TIMER*SPEED ) * SCLE ), (int)(cos(TIMER*SPEED ) * SCLE ) , c ); + Pix((int)(sin(TIMER*SPEED+DEG(90 )) * SCLE ), (int)(cos(TIMER*SPEED+DEG(90 )) * SCLE ) , c ); + Pix((int)(sin(TIMER*SPEED+DEG(180)) * SCLE ), (int)(cos(TIMER*SPEED+DEG(180)) * SCLE ) , c ); + Pix((int)(sin(TIMER*SPEED+DEG(270)) * SCLE ), (int)(cos(TIMER*SPEED+DEG(270)) * SCLE ) , c ); + + Pix((int)(cos(TIMER*SPEED ) * SCLE2), (int)(sin(TIMER*SPEED ) * SCLE2) , c2); + Pix((int)(cos(TIMER*SPEED+DEG(90 )) * SCLE2), (int)(sin(TIMER*SPEED+DEG(90 )) * SCLE2) , c2); + Pix((int)(cos(TIMER*SPEED+DEG(180)) * SCLE2), (int)(sin(TIMER*SPEED+DEG(180)) * SCLE2) , c2); + Pix((int)(cos(TIMER*SPEED+DEG(270)) * SCLE2), (int)(sin(TIMER*SPEED+DEG(270)) * SCLE2) , c2); + + #undef SCLE +} + break; + +case (FIRSTANIMATEDCROSHAIR+1): +{ + #define DEG(a) (a * (3.14 / 180)) + #define SPEED 6 + #define SCLE 4 //don't let it get bigger than 16 wide (+-8) + #define TIMER realtime + + Pix((int)(sin(TIMER*SPEED ) * SCLE), (int)(sin(TIMER*SPEED ) * -SCLE) , c ); + Pix((int)(sin(TIMER*SPEED+DEG(180)) * SCLE), (int)(sin(TIMER*SPEED+DEG(180)) * -SCLE) , c2); + + Pix((int)(cos(TIMER*SPEED ) * SCLE), (int)(cos(TIMER*SPEED ) * SCLE ) , c ); + Pix((int)(cos(TIMER*SPEED+DEG(180)) * SCLE), (int)(cos(TIMER*SPEED+DEG(180)) * SCLE ) , c2); + + #undef SCLE + #undef SPEED +} + break; + +case (FIRSTANIMATEDCROSHAIR+2): +{ + #define DEG(a) (a * (3.14 / 180)) + #define SPEED 6 + #define SCLE 4 //don't let it get bigger than 16 wide (+-8) + #define TIMER realtime + + Pix((int)(sin(TIMER*SPEED ) * SCLE), (int)(sin(TIMER*SPEED ) * -SCLE) , c ); + Pix((int)(sin(TIMER*SPEED+DEG(90)) * SCLE), (int)(sin(TIMER*SPEED+DEG(90)) * -SCLE) , c2); + Pix((int)(sin(TIMER*SPEED+DEG(180)) * SCLE), (int)(sin(TIMER*SPEED+DEG(180)) * -SCLE) , c); + Pix((int)(sin(TIMER*SPEED+DEG(270)) * SCLE), (int)(sin(TIMER*SPEED+DEG(270)) * -SCLE) , c2); + + Pix((int)(cos(TIMER*SPEED ) * SCLE), (int)(cos(TIMER*SPEED ) * SCLE ) , c ); + Pix((int)(sin(TIMER*SPEED+DEG(90)) * SCLE), (int)(sin(TIMER*SPEED+DEG(90)) * SCLE) , c2); + Pix((int)(cos(TIMER*SPEED+DEG(180)) * SCLE), (int)(cos(TIMER*SPEED+DEG(180)) * SCLE ) , c); + Pix((int)(sin(TIMER*SPEED+DEG(270)) * SCLE), (int)(sin(TIMER*SPEED+DEG(270)) * SCLE) , c2); + + #undef SCLE + #undef SPEED +} + break; + +case (FIRSTANIMATEDCROSHAIR+3): +{ + int a; + #define DEG(a) (a * (3.14 / 180)) + #define SPEED 9 + #define SPEED2 4 + #define SIZE 8 //don't let it get bigger than 16 wide (+-8) + #define SCLE 8 + #define TIMER realtime + + for (a = -SIZE; a < SIZE; a+=2) + { + Pix(a, (int)(sin(TIMER*SPEED2) * SCLE), c); + Pix((int)(sin(TIMER*SPEED) * SCLE), a, c2); + } + +} + break; +#else + +//what did we reach +#define NUMCROSSHAIRS FIRSTANIMATEDCROSHAIR+3 +#define CROSSHAIR_H + #endif