CLIENT/FTE: Fix M2 Flamethrower crosshair not disappearing when ADS

This commit is contained in:
Steam Deck User 2023-03-22 12:02:53 -04:00
parent 240d116728
commit 065c369600

View file

@ -1212,13 +1212,19 @@ void() Draw_Crosshair =
} }
} }
if (getstatf(STAT_ACTIVEWEAPON) == W_M2 || getstatf(STAT_ACTIVEWEAPON) == W_TESLA || getstatf(STAT_ACTIVEWEAPON) == W_DG3) if (getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2) {
{ // 'O' crosshair
if (getstatf(STAT_ACTIVEWEAPON) == W_M2 || getstatf(STAT_ACTIVEWEAPON) == W_FIW || getstatf(STAT_ACTIVEWEAPON) == W_TESLA || getstatf(STAT_ACTIVEWEAPON) == W_DG3) {
float circle_offset = stringwidth("O", 0, [12, 12])/2; float circle_offset = stringwidth("O", 0, [12, 12])/2;
drawstring([g_width/2 - circle_offset, g_height/2 - circle_offset], "O", [12, 12], crosshair_color, 1, 0); drawstring([g_width/2 - circle_offset, g_height/2 - circle_offset], "O", [12, 12], crosshair_color, 1, 0);
} }
else if (getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2 && getstatf(STAT_ACTIVEWEAPON) != W_PANZER && getstatf(STAT_ACTIVEWEAPON) != W_LONGINUS) // naievil (FIXME) crosshair cvar // '.' crosshair
{ else if (getstatf(STAT_ACTIVEWEAPON) == W_PANZER || getstatf(STAT_ACTIVEWEAPON) == W_LONGINUS) {
vector screenSize2 = [g_width, g_height];
drawfill(screenSize2 / 2 - [2, 2], [4, 4], crosshair_color, crosshair_opacity, 0); // dot
}
// Standard crosshair
else {
int x_value, y_value; int x_value, y_value;
int crosshair_offset; int crosshair_offset;
@ -1241,9 +1247,6 @@ void() Draw_Crosshair =
drawfill(screenSize / 2 - [+crossSize.y * 2 + crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // right drawfill(screenSize / 2 - [+crossSize.y * 2 + crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // right
drawfill(screenSize / 2 - [-crossSize.y * 1 - crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // left drawfill(screenSize / 2 - [-crossSize.y * 1 - crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // left
} }
else if (getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2) {
vector screenSize2 = [g_width, g_height];
drawfill(screenSize2 / 2 - [2, 2], [4, 4], crosshair_color, crosshair_opacity, 0); // dot
} }
} }