mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-24 21:11:03 +00:00
Force Crosshair & Force See effect correct
This commit is contained in:
parent
174350d86a
commit
e19f8b9c1d
2 changed files with 52 additions and 15 deletions
|
@ -2963,7 +2963,7 @@ static void CG_ScanForRocketLock( void )
|
|||
CG_DrawCrosshair3D
|
||||
=================
|
||||
*/
|
||||
static void CG_DrawCrosshair3D(void)
|
||||
static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
|
||||
{
|
||||
float w;
|
||||
qhandle_t hShader;
|
||||
|
@ -2974,7 +2974,8 @@ static void CG_DrawCrosshair3D(void)
|
|||
vec3_t endpos;
|
||||
refEntity_t ent;
|
||||
|
||||
if ( !cg_drawCrosshair.integer ) {
|
||||
if (( type == 1 && !cg_drawCrosshair.integer) ||
|
||||
(type == 0 && !cg_drawCrosshairForce.integer)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2983,22 +2984,39 @@ static void CG_DrawCrosshair3D(void)
|
|||
return;
|
||||
}
|
||||
|
||||
if ( cg.renderingThirdPerson || in_camera) {
|
||||
if ( in_camera ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
|
||||
if ( cg.zoomMode )
|
||||
{
|
||||
//not while scoped
|
||||
return;
|
||||
}
|
||||
|
||||
if ( cg.snap->ps.weapon == WP_NONE ||
|
||||
cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON )
|
||||
if ( in_misccamera )
|
||||
{
|
||||
//Not while viewing from another entity (such as a camera)
|
||||
return;
|
||||
}
|
||||
|
||||
if ( type == 1 && (cg.snap->ps.weapon == WP_NONE ||
|
||||
cg.snap->ps.weapon == WP_SABER ||
|
||||
cg.snap->ps.weapon == WP_THERMAL ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (type == 0)
|
||||
{
|
||||
if (showPowers[cg.forcepowerSelect] == FP_HEAL ||
|
||||
showPowers[cg.forcepowerSelect] == FP_SPEED ||
|
||||
vr->weapon_stabilised)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
w = cg_crosshairSize.value;
|
||||
|
||||
// pulse the size of the crosshair when picking up items
|
||||
|
@ -3008,19 +3026,25 @@ static void CG_DrawCrosshair3D(void)
|
|||
w *= ( 1 + f );
|
||||
}
|
||||
|
||||
ca = cg_drawCrosshair.integer;
|
||||
ca = (type == 1) ? cg_drawCrosshair.integer : cg_drawCrosshairForce.integer;
|
||||
if (ca < 0) {
|
||||
ca = 0;
|
||||
}
|
||||
hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ];
|
||||
|
||||
float xmax = 64.0f * tan(cg.refdef.fov_x * M_PI / 360.0f);
|
||||
float maxdist = (cgs.glconfig.vidWidth * 64.0f / (2 * xmax)) * 1.5f;
|
||||
|
||||
vec3_t forward, weaponangles, origin;
|
||||
BG_CalculateVRWeaponPosition(origin, weaponangles);
|
||||
if (type == 0)
|
||||
{
|
||||
BG_CalculateVROffHandPosition(origin, weaponangles);
|
||||
}
|
||||
else
|
||||
{
|
||||
BG_CalculateVRWeaponPosition(origin, weaponangles);
|
||||
}
|
||||
AngleVectors(weaponangles, forward, NULL, NULL);
|
||||
VectorMA(origin, maxdist, forward, endpos);
|
||||
VectorMA(origin, 2048, forward, endpos);
|
||||
CG_Trace(&trace, origin, NULL, NULL, endpos, 0, MASK_SHOT);
|
||||
|
||||
if (trace.fraction != 1.0f) {
|
||||
|
@ -3030,10 +3054,10 @@ static void CG_DrawCrosshair3D(void)
|
|||
|
||||
VectorCopy(trace.endpos, ent.origin);
|
||||
|
||||
ent.radius = w / 640 * xmax * trace.fraction * maxdist / 64.0f;
|
||||
ent.radius = w / 640 * xmax * trace.fraction * 2048 / 64.0f;
|
||||
ent.customShader = hShader;
|
||||
ent.shaderRGBA[0] = 255;
|
||||
ent.shaderRGBA[1] = 255;
|
||||
ent.shaderRGBA[0] = (type == 0 && !cg_forceCrosshair) ? 0 : 255;
|
||||
ent.shaderRGBA[1] = (type == 0) ? 0 : 255;
|
||||
ent.shaderRGBA[2] = 255;
|
||||
ent.shaderRGBA[3] = 255;
|
||||
|
||||
|
@ -4237,7 +4261,9 @@ static void CG_Draw2D( void )
|
|||
if ( (cg.snap->ps.forcePowersActive&(1<<FP_SEE)) )
|
||||
{//force sight is on
|
||||
//indicate this with sight cone thingy
|
||||
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/jsense" ));
|
||||
cg.drawingHUD = CG_HUD_NORMAL;
|
||||
CG_DrawPic( 35, 40, 570, 400, cgi_R_RegisterShader( "gfx/2d/jsense" ));
|
||||
cg.drawingHUD = CG_HUD_SCALED;
|
||||
CG_DrawHealthBars();
|
||||
}
|
||||
else if ( cg_debugHealthBars.integer )
|
||||
|
@ -4511,7 +4537,10 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
|
|||
return;
|
||||
}
|
||||
|
||||
CG_DrawCrosshair3D();
|
||||
if (!vr->item_selector) {
|
||||
CG_DrawCrosshair3D(0);
|
||||
CG_DrawCrosshair3D(1);
|
||||
}
|
||||
|
||||
//FIXME: these globals done once at start of frame for various funcs
|
||||
AngleVectors (cg.refdefViewAngles, vfwd, vright, vup);
|
||||
|
|
|
@ -258,6 +258,7 @@ vmCvar_t cg_drawFPS;
|
|||
vmCvar_t cg_drawSnapshot;
|
||||
vmCvar_t cg_drawAmmoWarning;
|
||||
vmCvar_t cg_drawCrosshair;
|
||||
vmCvar_t cg_drawCrosshairForce;
|
||||
vmCvar_t cg_crosshairIdentifyTarget;
|
||||
vmCvar_t cg_dynamicCrosshair;
|
||||
vmCvar_t cg_crosshairForceHint;
|
||||
|
@ -415,6 +416,7 @@ static cvarTable_t cvarTable[] = {
|
|||
{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
|
||||
{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
|
||||
{ &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
|
||||
{ &cg_drawCrosshairForce, "cg_drawCrosshairForce", "4", CVAR_ARCHIVE },
|
||||
{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
|
||||
// NOTE : I also create this in UI_Init()
|
||||
{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
|
||||
|
@ -1687,6 +1689,12 @@ Ghoul2 Insert Start
|
|||
cgs.skins[i] = cgi_R_RegisterSkin( modelName );
|
||||
}
|
||||
|
||||
//Just register all weapons to avoid a pause when opening the selector for the first time
|
||||
for (i=0; i <= WP_MELEE; i++)
|
||||
{
|
||||
CG_RegisterWeapon(i);
|
||||
}
|
||||
|
||||
/*
|
||||
Ghoul2 Insert End
|
||||
*/
|
||||
|
|
Loading…
Reference in a new issue