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@ -890,6 +890,7 @@ Render crosshair
@@ -890,6 +890,7 @@ Render crosshair
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void CL_DrawCrosshair( void ) |
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{ |
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int x, y, width, height; |
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float xscale, yscale; |
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if( !clgame.ds.pCrosshair || !cl_crosshair->value ) |
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return; |
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@ -902,7 +903,7 @@ void CL_DrawCrosshair( void )
@@ -902,7 +903,7 @@ void CL_DrawCrosshair( void )
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width = clgame.ds.rcCrosshair.right - clgame.ds.rcCrosshair.left; |
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height = clgame.ds.rcCrosshair.bottom - clgame.ds.rcCrosshair.top; |
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x = clgame.viewport[0] + ( clgame.viewport[2] >> 1 ); |
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x = clgame.viewport[0] + ( clgame.viewport[2] >> 1 ); |
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y = clgame.viewport[1] + ( clgame.viewport[3] >> 1 ); |
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// g-cont - cl.crosshairangle is the autoaim angle.
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@ -922,16 +923,21 @@ void CL_DrawCrosshair( void )
@@ -922,16 +923,21 @@ void CL_DrawCrosshair( void )
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y += ( clgame.viewport[3] >> 1 ) * screen[1] + 0.5f; |
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} |
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// back to logical sizes
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xscale = (float)clgame.scrInfo.iWidth / refState.width; |
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yscale = (float)clgame.scrInfo.iHeight / refState.height; |
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x *= xscale; |
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y *= yscale; |
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// move at center the screen
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x -= 0.5f * width; |
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y -= 0.5f * height; |
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clgame.ds.pSprite = clgame.ds.pCrosshair; |
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*(int *)clgame.ds.spriteColor = *(int *)clgame.ds.rgbaCrosshair; |
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Vector4Copy( clgame.ds.rgbaCrosshair, clgame.ds.spriteColor ); |
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SPR_EnableScissor( x, y, width, height ); |
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pfnSPR_DrawHoles( 0, x, y, &clgame.ds.rcCrosshair ); |
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SPR_DisableScissor(); |
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} |
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/*
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