NX: Restore Draw_CharacterRGBA functionality

This commit is contained in:
Steam Deck User 2023-02-02 17:54:44 -05:00
parent 60201120b0
commit 22e967a9d6
2 changed files with 8 additions and 26 deletions

View file

@ -563,7 +563,6 @@ This is the same as Draw_Character, but with RGBA color codes.
*/ */
void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float a) void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float a)
{ {
#ifdef VITA
int row, col; int row, col;
float frow, fcol, size; float frow, fcol, size;
@ -605,7 +604,6 @@ void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float
glEnable(GL_ALPHA_TEST); glEnable(GL_ALPHA_TEST);
glDisable (GL_BLEND); glDisable (GL_BLEND);
glColor4f (1,1,1,1); glColor4f (1,1,1,1);
#endif
} }

View file

@ -1481,11 +1481,9 @@ void SCR_DrawCrosshair (void)
if (cl.stats[STAT_ACTIVEWEAPON] == W_M2) if (cl.stats[STAT_ACTIVEWEAPON] == W_M2)
{ {
#ifdef VITA
Draw_CharacterRGBA ((vid.width)/4-4, (vid.height)*3/4, 'O', 255, col, col, 0.7); Draw_CharacterRGBA ((vid.width)/4-4, (vid.height)*3/4, 'O', 255, col, col, 0.7);
#else
Draw_Character ((vid.width)/4-4, (vid.height)*3/4, 'O');
#endif
} }
else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER) else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER)
{ {
@ -1498,41 +1496,27 @@ void SCR_DrawCrosshair (void)
x_value = ((vid.width - 8)/4) - crosshair_offset_step; x_value = ((vid.width - 8)/4) - crosshair_offset_step;
y_value = (vid.height - 8)*3/4; y_value = (vid.height - 8)*3/4;
#ifdef VITA
Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7); Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
#else
Draw_Character (x_value, y_value, 158);
#endif
x_value = ((vid.width - 8)/4) + crosshair_offset_step; x_value = ((vid.width - 8)/4) + crosshair_offset_step;
y_value = (vid.height - 8)*3/4; y_value = (vid.height - 8)*3/4;
#ifdef VITA
Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7); Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
#else
Draw_Character (x_value, y_value, 158);
#endif
x_value = ((vid.width - 8)/4); x_value = ((vid.width - 8)/4);
y_value = (vid.height - 8)*3/4 - crosshair_offset_step; y_value = (vid.height - 8)*3/4 - crosshair_offset_step;
#ifdef VITA
Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7); Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
#else
Draw_Character (x_value, y_value, 157);
#endif
x_value = ((vid.width - 8)/4); x_value = ((vid.width - 8)/4);
y_value = (vid.height - 8)*3/4 + crosshair_offset_step; y_value = (vid.height - 8)*3/4 + crosshair_offset_step;
#ifdef VITA
Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7); Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
#else
Draw_Character (x_value, y_value, 157);
#endif
} }
else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2) else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
{ {
#ifdef VITA
Draw_CharacterRGBA ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.', 255, col, col, 0.7); Draw_CharacterRGBA ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.', 255, col, col, 0.7);
#else
Draw_Character ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.');
#endif
} }
if (cl.stats[STAT_ZOOM] == 2) { if (cl.stats[STAT_ZOOM] == 2) {
#ifdef VITA #ifdef VITA