the ssg color cvars now also control normal xhair color

This commit is contained in:
Richard Allen 2002-05-13 05:24:54 +00:00
parent 15b11f3215
commit 6a7578f3f9
2 changed files with 21 additions and 11 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.40 2002/05/13 05:24:54 jbravo
// the ssg color cvars now also control normal xhair color
//
// Revision 1.39 2002/05/01 21:14:59 jbravo
// Misc fixes
//
@ -2286,18 +2289,9 @@ static void CG_DrawCrosshair(void) {
if ( cg.snap->ps.weapon == WP_SSG3000 &&
( (cg.zoomLevel & RQ3_ZOOM_LOW) || (cg.zoomLevel & RQ3_ZOOM_MED) ) )
{
// out of ammo but not reloading
//if ( ( cg.zoomFirstReturn == -1 && cg.snap->ps.stats[STAT_RELOADTIME] <= 0) ||
//( cg.snap->ps.weaponTime == 0 && cg.snap->ps.stats[STAT_RELOADTIME] <= 0))
if ((cg.zoomFirstReturn == -1 || cg.snap->ps.weaponTime < ZOOM_TIME) &&
cg.snap->ps.stats[STAT_RELOADTIME] <= 0)
{
/*
if ( (cg.zoomFirstReturn == -1 ||
(cg.snap->ps.weaponTime < ZOOM_TIME && cg.snap->ps.stats[STAT_RELOADTIME] < ZOOM_TIME)) &&
!(cg.snap->ps.stats[STAT_RQ3] & RQ3_FASTRELOADS) &&
!(cg.snap->ps.stats[STAT_RQ3] & RQ3_LOCKRELOADS) {
*/
//Makro - wasn't initialized, caused a warning in MSVC
int zoomMag = 0;
@ -2355,10 +2349,22 @@ static void CG_DrawCrosshair(void) {
}
hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ];
//}
crosshairColor[0] = cg_RQ3_ssgColorR.value;
crosshairColor[1] = cg_RQ3_ssgColorG.value;
crosshairColor[2] = cg_RQ3_ssgColorB.value;
crosshairColor[3] = cg_RQ3_ssgColorA.value;
for (i = 0; i < 4; i++) {
if (crosshairColor[i] > 1.0f)
crosshairColor[i] = 1.0f;
else if (crosshairColor[i] < 0)
crosshairColor[i] = 0;
}
trap_R_SetColor(crosshairColor);
trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (cg.refdef.width - w),
y + cg.refdef.y + 0.5 * (cg.refdef.height - h),
w, h, 0, 0, 1, 1, hShader );
trap_R_SetColor(NULL);
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.64 2002/05/13 05:24:54 jbravo
// the ssg color cvars now also control normal xhair color
//
// Revision 1.63 2002/05/12 14:39:48 makro
// Wood, brick & ceramic impact sounds
//
@ -1207,7 +1210,8 @@ static void CG_RegisterGraphics( void ) {
cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
// cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
cgs.media.crosshairShader[i] = trap_R_RegisterShaderNoMip( va("gfx/2d/IDcrosshair%c", 'a'+i) );
}
cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );