diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp index 1223a43..b62cc67 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp @@ -1894,6 +1894,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons } if ( type == 1 && (cg.snap->ps.weapon == WP_NONE || + cg.snap->ps.weapon == WP_MELEE || cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON || cg.snap->ps.weapon == WP_THERMAL )) diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp index 4ed6595..88cc931 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp @@ -116,6 +116,12 @@ void CG_RegisterWeapon( int weaponNum ) { weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] ); } + //Bit of a hack - default weapons.dat on JK2 is missing the melee icon! + if (weaponNum == WP_MELEE) + { + strcpy((char *)weaponData[weaponNum].weaponIcon, "gfx/hud/w_icon_melee"); + } + // setup the shader we will use for the icon if (weaponData[weaponNum].weaponIcon[0]) { diff --git a/z_vr_assets_jko/gfx/hud/w_icon_melee.tga b/z_vr_assets_jko/gfx/hud/w_icon_melee.tga new file mode 100644 index 0000000..112ca03 Binary files /dev/null and b/z_vr_assets_jko/gfx/hud/w_icon_melee.tga differ diff --git a/z_vr_assets_jko/gfx/hud/w_icon_melee_na.tga b/z_vr_assets_jko/gfx/hud/w_icon_melee_na.tga new file mode 100644 index 0000000..112ca03 Binary files /dev/null and b/z_vr_assets_jko/gfx/hud/w_icon_melee_na.tga differ