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CLIENT/FTE: Fix M2 Flamethrower crosshair not disappearing when ADS
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parent
240d116728
commit
065c369600
1 changed files with 32 additions and 29 deletions
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@ -1212,38 +1212,41 @@ void() Draw_Crosshair =
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}
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}
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if (getstatf(STAT_ACTIVEWEAPON) == W_M2 || getstatf(STAT_ACTIVEWEAPON) == W_TESLA || getstatf(STAT_ACTIVEWEAPON) == W_DG3)
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{
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float circle_offset = stringwidth("O", 0, [12, 12])/2;
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drawstring([g_width/2 - circle_offset, g_height/2 - circle_offset], "O", [12, 12], crosshair_color, 1, 0);
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}
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else if (getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2 && getstatf(STAT_ACTIVEWEAPON) != W_PANZER && getstatf(STAT_ACTIVEWEAPON) != W_LONGINUS) // naievil (FIXME) crosshair cvar
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{
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int x_value, y_value;
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int crosshair_offset;
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if (getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2) {
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// 'O' crosshair
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if (getstatf(STAT_ACTIVEWEAPON) == W_M2 || getstatf(STAT_ACTIVEWEAPON) == W_FIW || getstatf(STAT_ACTIVEWEAPON) == W_TESLA || getstatf(STAT_ACTIVEWEAPON) == W_DG3) {
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float circle_offset = stringwidth("O", 0, [12, 12])/2;
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drawstring([g_width/2 - circle_offset, g_height/2 - circle_offset], "O", [12, 12], crosshair_color, 1, 0);
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}
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// '.' crosshair
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else if (getstatf(STAT_ACTIVEWEAPON) == W_PANZER || getstatf(STAT_ACTIVEWEAPON) == W_LONGINUS) {
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vector screenSize2 = [g_width, g_height];
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drawfill(screenSize2 / 2 - [2, 2], [4, 4], crosshair_color, crosshair_opacity, 0); // dot
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}
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// Standard crosshair
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else {
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int x_value, y_value;
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int crosshair_offset;
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crosshair_offset = CrossHairWeapon(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)) + cur_spread;
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crosshair_offset = CrossHairWeapon(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)) + cur_spread;
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if (CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)) < crosshair_offset)
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crosshair_offset = CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE));
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if (CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)) < crosshair_offset)
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crosshair_offset = CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE));
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if (perks & P_DEAD)
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crosshair_offset *= 0.65;
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if (perks & P_DEAD)
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crosshair_offset *= 0.65;
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crosshair_offset_step += (crosshair_offset - crosshair_offset_step) * 0.5;
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crosshair_offset_step += (crosshair_offset - crosshair_offset_step) * 0.5;
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// Creds to heartologic for some actually good crosshair position stuff.
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vector crossSize = [1, 5];
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vector screenSize = [g_width, g_height];
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// Creds to heartologic for some actually good crosshair position stuff.
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vector crossSize = [1, 5];
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vector screenSize = [g_width, g_height];
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drawfill(screenSize / 2 - [crossSize.x, +crossSize.y * 2 + crosshair_offset_step], crossSize, crosshair_color, crosshair_opacity, 0); // top
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drawfill(screenSize / 2 - [crossSize.x, -crossSize.y * 1 - crosshair_offset_step], crossSize, crosshair_color, crosshair_opacity, 0); // bottom
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drawfill(screenSize / 2 - [+crossSize.y * 2 + crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // right
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drawfill(screenSize / 2 - [-crossSize.y * 1 - crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // left
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}
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else if (getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2) {
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vector screenSize2 = [g_width, g_height];
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drawfill(screenSize2 / 2 - [2, 2], [4, 4], crosshair_color, crosshair_opacity, 0); // dot
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drawfill(screenSize / 2 - [crossSize.x, +crossSize.y * 2 + crosshair_offset_step], crossSize, crosshair_color, crosshair_opacity, 0); // top
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drawfill(screenSize / 2 - [crossSize.x, -crossSize.y * 1 - crosshair_offset_step], crossSize, crosshair_color, crosshair_opacity, 0); // bottom
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drawfill(screenSize / 2 - [+crossSize.y * 2 + crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // right
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drawfill(screenSize / 2 - [-crossSize.y * 1 - crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // left
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}
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}
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}
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