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Fix missing melee icon in JKO
and don't draw crosshair when melee active
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5 changed files with 8 additions and 0 deletions
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@ -3008,6 +3008,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
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if ( type == 1 && (cg.snap->ps.weapon == WP_NONE ||
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if ( type == 1 && (cg.snap->ps.weapon == WP_NONE ||
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cg.snap->ps.weapon == WP_SABER ||
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cg.snap->ps.weapon == WP_SABER ||
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cg.snap->ps.weapon == WP_MELEE ||
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cg.snap->ps.weapon == WP_THERMAL ))
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cg.snap->ps.weapon == WP_THERMAL ))
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{
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{
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return;
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return;
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@ -1894,6 +1894,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
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}
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}
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if ( type == 1 && (cg.snap->ps.weapon == WP_NONE ||
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if ( type == 1 && (cg.snap->ps.weapon == WP_NONE ||
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cg.snap->ps.weapon == WP_MELEE ||
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cg.snap->ps.weapon == WP_SABER ||
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cg.snap->ps.weapon == WP_SABER ||
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cg.snap->ps.weapon == WP_STUN_BATON ||
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cg.snap->ps.weapon == WP_STUN_BATON ||
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cg.snap->ps.weapon == WP_THERMAL ))
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cg.snap->ps.weapon == WP_THERMAL ))
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@ -116,6 +116,12 @@ void CG_RegisterWeapon( int weaponNum ) {
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weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
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weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
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}
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}
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//Bit of a hack - default weapons.dat on JK2 is missing the melee icon!
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if (weaponNum == WP_MELEE)
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{
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strcpy((char *)weaponData[weaponNum].weaponIcon, "gfx/hud/w_icon_melee");
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}
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// setup the shader we will use for the icon
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// setup the shader we will use for the icon
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if (weaponData[weaponNum].weaponIcon[0])
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if (weaponData[weaponNum].weaponIcon[0])
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{
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{
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BIN
z_vr_assets_jko/gfx/hud/w_icon_melee.tga
Normal file
BIN
z_vr_assets_jko/gfx/hud/w_icon_melee.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 64 KiB |
BIN
z_vr_assets_jko/gfx/hud/w_icon_melee_na.tga
Normal file
BIN
z_vr_assets_jko/gfx/hud/w_icon_melee_na.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 64 KiB |
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