Eine Funktion von cl_view.c nach cl_screen.c verschoben

This commit is contained in:
Yamagi Burmeister 2010-06-18 16:50:27 +00:00
parent 852de0452d
commit 0afa0b8fef
2 changed files with 35 additions and 26 deletions

View file

@ -59,6 +59,7 @@ char crosshair_pic[MAX_QPATH];
int crosshair_width, crosshair_height;
extern cvar_t *cl_drawfps;
extern cvar_t *crosshair_scale;
void SCR_TimeRefresh_f (void);
void SCR_Loading_f (void);
@ -1216,3 +1217,29 @@ void SCR_UpdateScreen (void) {
re.EndFrame();
}
void SCR_DrawCrosshair (void) {
if (!crosshair->value)
return;
if (crosshair->modified) {
crosshair->modified = false;
SCR_TouchPics ();
}
if (crosshair_scale->modified) {
crosshair_scale->modified=false;
if (crosshair_scale->value>5)
Cvar_SetValue("crosshair_scale", 5);
else if (crosshair_scale->value<0.25)
Cvar_SetValue("crosshair_scale", 0.25);
}
if (!crosshair_pic[0])
return;
re.DrawPic (scr_vrect.x + ((scr_vrect.width - crosshair_width)>>1)
, scr_vrect.y + ((scr_vrect.height - crosshair_height)>>1), crosshair_pic);
}

View file

@ -16,10 +16,17 @@
* this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* =======================================================================
*
* This file implements the camera, e.g the player's view
*
* =======================================================================
*/
#include "header/client.h"
void SCR_DrawCrosshair (void);
/* development tools for weapons */
int gun_frame;
struct model_s *gun_model;
@ -355,32 +362,6 @@ void V_Gun_Model_f (void) {
gun_model = re.RegisterModel (name);
}
void SCR_DrawCrosshair (void) {
if (!crosshair->value)
return;
if (crosshair->modified) {
crosshair->modified = false;
SCR_TouchPics ();
}
if (crosshair_scale->modified) {
crosshair_scale->modified=false;
if (crosshair_scale->value>5)
Cvar_SetValue("crosshair_scale", 5);
else if (crosshair_scale->value<0.25)
Cvar_SetValue("crosshair_scale", 0.25);
}
if (!crosshair_pic[0])
return;
re.DrawPic (scr_vrect.x + ((scr_vrect.width - crosshair_width)>>1)
, scr_vrect.y + ((scr_vrect.height - crosshair_height)>>1), crosshair_pic);
}
void V_RenderView( float stereo_separation ) {
extern int entitycmpfnc( const entity_t *, const entity_t * );
@ -515,3 +496,4 @@ void V_Init (void) {
cl_stats = Cvar_Get ("cl_stats", "0", 0);
}