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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
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1 changed files with 3 additions and 2 deletions
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@ -2924,7 +2924,8 @@ void G_DisplayRest(int32_t smoothratio)
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if (g_player[myconnectindex].ps->newowner == -1 && ud.overhead_on == 0 && ud.crosshair && ud.camerasprite == -1)
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{
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if (VM_OnEvent(EVENT_DISPLAYCROSSHAIR, g_player[screenpeek].ps->i, screenpeek, -1, 0) == 0)
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a = VM_OnEvent(EVENT_DISPLAYCROSSHAIR, g_player[screenpeek].ps->i, screenpeek, -1, CROSSHAIR);
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if (a >= 0)
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{
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int32_t x, y;
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#ifdef GEKKO
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@ -2942,7 +2943,7 @@ void G_DisplayRest(int32_t smoothratio)
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}
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rotatesprite_win((x-(g_player[myconnectindex].ps->look_ang>>1))<<16,y<<16,scale(65536,ud.crosshairscale,100),
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0,CROSSHAIR,0,CROSSHAIR_PAL,2+1);
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0,a,0,CROSSHAIR_PAL,2+1);
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}
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}
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#if 0
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