Setting RETURN in EVENT_DISPLAYCROSSHAIR will now change the crosshair's picnum while allowing the game to position it, etc. As usual, setting RETURN to -1 disables hardcoded drawing of the crosshair completely.

git-svn-id: https://svn.eduke32.com/eduke32@2687 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2012-05-25 05:13:41 +00:00
parent 0330821c37
commit af511ed275

View file

@ -2924,7 +2924,8 @@ void G_DisplayRest(int32_t smoothratio)
if (g_player[myconnectindex].ps->newowner == -1 && ud.overhead_on == 0 && ud.crosshair && ud.camerasprite == -1)
{
if (VM_OnEvent(EVENT_DISPLAYCROSSHAIR, g_player[screenpeek].ps->i, screenpeek, -1, 0) == 0)
a = VM_OnEvent(EVENT_DISPLAYCROSSHAIR, g_player[screenpeek].ps->i, screenpeek, -1, CROSSHAIR);
if (a >= 0)
{
int32_t x, y;
#ifdef GEKKO
@ -2942,7 +2943,7 @@ void G_DisplayRest(int32_t smoothratio)
}
rotatesprite_win((x-(g_player[myconnectindex].ps->look_ang>>1))<<16,y<<16,scale(65536,ud.crosshairscale,100),
0,CROSSHAIR,0,CROSSHAIR_PAL,2+1);
0,a,0,CROSSHAIR_PAL,2+1);
}
}
#if 0