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https://git.code.sf.net/p/quake/newtree
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Slight change in the crosshair code, minor cleanup really.
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parent
7e6d2f95c5
commit
51aa5518ae
1 changed files with 29 additions and 23 deletions
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@ -566,32 +566,38 @@ void Draw_Crosshair(void)
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extern vrect_t scr_vrect;
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unsigned char *pColor;
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if (crosshair->value == 2)
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{
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x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx->value;
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y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy->value;
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switch ((int) crosshair->value) {
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case 0:
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break;
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case 1:
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default:
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Draw_Character8 (
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scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->value,
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->value, '+');
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break;
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case 2:
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x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx->value;
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y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy->value;
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pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value];
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if (lighthalf)
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glColor4ub((byte) ((int) pColor[0] >> 1),(byte) ((int) pColor[1] >> 1), (byte) ((int) pColor[2] >> 1), pColor[3]);
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else
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glColor4ubv(pColor);
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glBindTexture (GL_TEXTURE_2D, cs_texture);
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pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value];
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if (lighthalf)
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glColor4ub((byte) ((int) pColor[0] >> 1),(byte) ((int) pColor[1] >> 1), (byte) ((int) pColor[2] >> 1), pColor[3]);
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else
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glColor4ubv(pColor);
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glBindTexture (GL_TEXTURE_2D, cs_texture);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0);
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glVertex2f (x - 4, y - 4);
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glTexCoord2f (1, 0);
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glVertex2f (x+12, y-4);
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glTexCoord2f (1, 1);
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glVertex2f (x+12, y+12);
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glTexCoord2f (0, 1);
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glVertex2f (x - 4, y+12);
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glEnd ();
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0);
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glVertex2f (x - 4, y - 4);
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glTexCoord2f (1, 0);
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glVertex2f (x+12, y-4);
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glTexCoord2f (1, 1);
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glVertex2f (x+12, y+12);
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glTexCoord2f (0, 1);
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glVertex2f (x - 4, y+12);
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glEnd ();
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break;
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}
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else if (crosshair->value)
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Draw_Character8 (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->value,
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scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->value, '+');
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}
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/*
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