mirror of
https://github.com/nzp-team/quakespasm.git
synced 2024-11-10 06:32:03 +00:00
Merge pull request #16 from ScatterBox/main
This commit is contained in:
commit
6fa47ed68d
4 changed files with 71 additions and 6 deletions
|
@ -30,6 +30,7 @@ extern qpic_t *draw_disc; // also used on sbar
|
|||
|
||||
void Draw_Init (void);
|
||||
void Draw_Character (int x, int y, int num);
|
||||
void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float a); //sB
|
||||
void Draw_DebugChar (char num);
|
||||
void Draw_StretchPic (int x, int y, qpic_t *pic, int x_value, int y_value);
|
||||
void Draw_Pic (int x, int y, qpic_t *pic);
|
||||
|
|
|
@ -553,6 +553,60 @@ void Draw_Character (int x, int y, int num)
|
|||
glEnd ();
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
Draw_CharacterRGBA
|
||||
|
||||
This is the same as Draw_Character, but with RGBA color codes.
|
||||
- MotoLegacy and ported to Quakespasm by sB :)
|
||||
================
|
||||
*/
|
||||
void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float a)
|
||||
{
|
||||
int row, col;
|
||||
float frow, fcol, size;
|
||||
|
||||
if (y <= -8)
|
||||
return; // totally off screen
|
||||
|
||||
num &= 255;
|
||||
|
||||
if (num == 32)
|
||||
return; //don't waste verts on spaces
|
||||
|
||||
glEnable (GL_BLEND);
|
||||
glColor4f(r, g, b, a);
|
||||
glDisable (GL_ALPHA_TEST);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
GL_Bind (char_texture);
|
||||
glBegin (GL_QUADS);
|
||||
|
||||
row = num>>4;
|
||||
col = num&15;
|
||||
|
||||
frow = row*0.0625;
|
||||
fcol = col*0.0625;
|
||||
size = 0.0625;
|
||||
|
||||
glTexCoord2f (fcol, frow);
|
||||
glVertex2f (x, y);
|
||||
glTexCoord2f (fcol + size, frow);
|
||||
glVertex2f (x+8, y);
|
||||
glTexCoord2f (fcol + size, frow + size);
|
||||
glVertex2f (x+8, y+8);
|
||||
glTexCoord2f (fcol, frow + size);
|
||||
glVertex2f (x, y+8);
|
||||
|
||||
glEnd ();
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glDisable (GL_BLEND);
|
||||
glColor4f (1,1,1,1);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
Draw_String -- johnfitz -- modified to call Draw_CharacterQuad
|
||||
|
|
|
@ -1449,6 +1449,15 @@ void SCR_DrawCrosshair (void)
|
|||
if (cl.stats[STAT_HEALTH] < 20 || paused_hack == true || m_state == m_exit) {
|
||||
return;
|
||||
}
|
||||
|
||||
float col;
|
||||
|
||||
if (sv_player->v.facingenemy == 1) {
|
||||
col = 0;
|
||||
} else {
|
||||
col = 255;
|
||||
}
|
||||
|
||||
#ifdef VITA
|
||||
GL_SetCanvas(CANVAS_HUD);
|
||||
#else
|
||||
|
@ -1472,7 +1481,7 @@ void SCR_DrawCrosshair (void)
|
|||
|
||||
if (cl.stats[STAT_ACTIVEWEAPON] == W_M2)
|
||||
{
|
||||
Draw_Character ((vid.width)/4-4, (vid.height)*3/4, 'O');
|
||||
Draw_CharacterRGBA ((vid.width)/4-4, (vid.height)*3/4, 'O', 255, col, col, 0.7);
|
||||
}
|
||||
else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER)
|
||||
{
|
||||
|
@ -1485,22 +1494,22 @@ void SCR_DrawCrosshair (void)
|
|||
|
||||
x_value = ((vid.width - 8)/4) - crosshair_offset_step;
|
||||
y_value = (vid.height - 8)*3/4;
|
||||
Draw_Character (x_value, y_value, 158);
|
||||
Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
|
||||
|
||||
x_value = ((vid.width - 8)/4) + crosshair_offset_step;
|
||||
y_value = (vid.height - 8)*3/4;
|
||||
Draw_Character (x_value, y_value, 158);
|
||||
Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
|
||||
|
||||
x_value = ((vid.width - 8)/4);
|
||||
y_value = (vid.height - 8)*3/4 - crosshair_offset_step;
|
||||
Draw_Character (x_value, y_value, 157);
|
||||
Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
|
||||
|
||||
x_value = ((vid.width - 8)/4);
|
||||
y_value = (vid.height - 8)*3/4 + crosshair_offset_step;
|
||||
Draw_Character (x_value, y_value, 157);
|
||||
Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
|
||||
}
|
||||
else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
|
||||
Draw_Character ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.');
|
||||
Draw_CharacterRGBA ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.', 255, col, col, 0.7);
|
||||
if (cl.stats[STAT_ZOOM] == 2) {
|
||||
Draw_AlphaStretchPic (0, 0, vid.width, vid.height, 1, sniper_scope);
|
||||
}
|
||||
|
|
|
@ -161,6 +161,7 @@ typedef struct
|
|||
float Flash_Size;
|
||||
float currentmag2;
|
||||
float maxspeed;
|
||||
float facingenemy;
|
||||
float renderGrayscale;
|
||||
vec3_t colormod;
|
||||
vec3_t glowmod;
|
||||
|
|
Loading…
Reference in a new issue