Increased Force Power Visibility

This commit is contained in:
Grant Bagwell 2023-04-14 17:01:00 +02:00
parent 1fdcb7c48f
commit 7deeee7a6f

View file

@ -1952,9 +1952,24 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
ent.radius = w / 640 * xmax * trace.fraction * 2048 / 64.0f; ent.radius = w / 640 * xmax * trace.fraction * 2048 / 64.0f;
ent.customShader = hShader; ent.customShader = hShader;
ent.shaderRGBA[0] = (type == 0 && !cg_forceCrosshair) ? 0 : 255; if(type == 0 && !cg_forceCrosshair) //Not Active Force Crosshair
ent.shaderRGBA[1] = (type == 0) ? 0 : 255; {
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 180;
ent.shaderRGBA[2] = 180;
}
else if(type == 0) //Active Force Crosshair
{
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 90;
ent.shaderRGBA[2] = 90;
}
else //Regular Crosshair
{
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255; ent.shaderRGBA[2] = 255;
}
ent.shaderRGBA[3] = 255; ent.shaderRGBA[3] = 255;
cgi_R_AddRefEntityToScene(&ent); cgi_R_AddRefEntityToScene(&ent);