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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / crosshair.qc
1 #include "crosshair.qh"
2
3 #include <client/autocvars.qh>
4 #include <client/draw.qh>
5 #include <client/hud/panel/scoreboard.qh>
6 #include <client/view.qh>
7 #include <common/deathtypes/all.qh>
8 #include <common/ent_cs.qh>
9 #include <common/mapobjects/trigger/viewloc.qh>
10 #include <common/minigames/cl_minigames.qh>
11 #include <common/minigames/cl_minigames_hud.qh>
12 #include <common/mutators/mutator/overkill/oknex.qh>
13 #include <common/vehicles/all.qh>
14 #include <common/viewloc.qh>
15 #include <common/wepent.qh>
16 #include <lib/csqcmodel/cl_player.qh>
17
18 float pickup_crosshair_time, pickup_crosshair_size;
19 float hitindication_crosshair_size;
20 float use_vortex_chargepool;
21
22 float reticle_type;
23
24 vector wcross_origin;
25 float wcross_scale_prev, wcross_alpha_prev;
26 vector wcross_color_prev;
27 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
28 vector wcross_color_goal_prev;
29 float wcross_changedonetime;
30
31 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
32 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
33 float wcross_name_changestarttime, wcross_name_changedonetime;
34 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
35
36 float wcross_ring_prev;
37
38 entity trueaim;
39 entity trueaim_rifle;
40
41 const float SHOTTYPE_HITTEAM = 1;
42 const float SHOTTYPE_HITOBSTRUCTION = 2;
43 const float SHOTTYPE_HITWORLD = 3;
44 const float SHOTTYPE_HITENEMY = 4;
45
46 void TrueAim_Init()
47 {
48         (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
49         (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
50 }
51
52 float EnemyHitCheck()
53 {
54         float t, n;
55         wcross_origin = project_3d_to_2d(trace_endpos);
56         wcross_origin.z = 0;
57         if(trace_ent)
58                 n = trace_ent.entnum;
59         else
60                 n = trace_networkentity;
61         if(n < 1)
62                 return SHOTTYPE_HITWORLD;
63         if(n > maxclients)
64                 return SHOTTYPE_HITWORLD;
65         t = entcs_GetTeam(n - 1);
66         if(teamplay)
67                 if(t == myteam)
68                         return SHOTTYPE_HITTEAM;
69         if(t == NUM_SPECTATOR)
70                 return SHOTTYPE_HITWORLD;
71         return SHOTTYPE_HITENEMY;
72 }
73
74 float TrueAimCheck(entity wepent)
75 {
76         if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
77                 return SHOTTYPE_HITWORLD;
78
79         float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
80         vector vecs, trueaimpoint, w_shotorg;
81         vector mi, ma, dv;
82         float shottype;
83         entity ta;
84         float mv;
85
86         mi = ma = '0 0 0';
87         ta = trueaim;
88         mv = MOVE_NOMONSTERS;
89
90         switch(wepent.activeweapon) // WEAPONTODO
91         {
92                 case WEP_VORTEX:
93                 case WEP_OVERKILL_NEX:
94                 case WEP_VAPORIZER:
95                         mv = MOVE_NORMAL;
96                         break;
97                 case WEP_RIFLE:
98                         ta = trueaim_rifle;
99                         mv = MOVE_NORMAL;
100                         if(zoomscript_caught)
101                         {
102                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
103                                 return EnemyHitCheck();
104                         }
105                         break;
106                 case WEP_DEVASTATOR: // projectile has a size!
107                         mi = '-3 -3 -3';
108                         ma = '3 3 3';
109                         break;
110                 case WEP_FIREBALL: // projectile has a size!
111                         mi = '-16 -16 -16';
112                         ma = '16 16 16';
113                         break;
114                 case WEP_SEEKER: // projectile has a size!
115                         mi = '-2 -2 -2';
116                         ma = '2 2 2';
117                         break;
118                 case WEP_ELECTRO: // projectile has a size!
119                         mi = '0 0 -3';
120                         ma = '0 0 -3';
121                         break;
122         }
123
124         vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
125
126         vecs = decompressShotOrigin(STAT(SHOTORG));
127
128         traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
129         trueaimpoint = trace_endpos;
130         // move trueaimpoint a little bit forward to make the final tracebox reliable
131         // since it sometimes doesn't reach a teammate by a hair
132         trueaimpoint += view_forward;
133
134         if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
135                 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
136
137         if(vecs.x > 0)
138                 vecs.y = -vecs.y;
139         else
140                 vecs = '0 0 0';
141
142         dv = view_right * vecs.y + view_up * vecs.z;
143         w_shotorg = traceorigin + dv;
144
145         // now move the vecs forward as much as requested if possible
146         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
147         w_shotorg = trace_endpos - view_forward * nudge;
148
149         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
150         shottype = EnemyHitCheck();
151         if(shottype != SHOTTYPE_HITWORLD)
152                 return shottype;
153
154 #if 0
155         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
156         // or rather, I know why, but see no fix
157         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
158                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
159                 return SHOTTYPE_HITOBSTRUCTION;
160 #endif
161
162         return SHOTTYPE_HITWORLD;
163 }
164
165 void HUD_Crosshair_Vehicle(entity this)
166 {
167         if(hud != HUD_BUMBLEBEE_GUN)
168         {
169                 Vehicle info = REGISTRY_GET(Vehicles, hud);
170                 info.vr_crosshair(info, this);
171         }
172 }
173
174 vector crosshair_getcolor(entity this, float health_stat)
175 {
176         static float rainbow_last_flicker;
177         static vector rainbow_prev_color;
178         vector wcross_color = '0 0 0';
179         switch(autocvar_crosshair_color_special)
180         {
181                 case 1: // weapon color
182                 {
183                         if(this != WEP_Null && hud == HUD_NORMAL)
184                         {
185                                 wcross_color = this.wpcolor;
186                                 break;
187                         }
188                         else { goto normalcolor; }
189                 }
190
191                 case 2: // color based on health and armor
192                 {
193                         vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
194                         float health_and_armor = floor(v.x + 1);
195                         wcross_color = HUD_Get_Num_Color(health_and_armor, 200, false);
196                         break;
197                 }
198
199                 case 3: // rainbow/random color
200                 {
201                         if(time >= rainbow_last_flicker)
202                         {
203                                 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
204                                 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
205                         }
206                         wcross_color = rainbow_prev_color;
207                         break;
208                 }
209 LABEL(normalcolor)
210                 default: { wcross_color = stov(autocvar_crosshair_color); break; }
211         }
212
213         return wcross_color;
214 }
215
216 void HUD_Crosshair(entity this)
217 {
218         // reset player's alpha here upon death since forced scoreboard prevents running the crosshair_chase code
219         if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
220                 csqcplayer.alpha = csqcplayer.m_alpha;
221
222         float f, i, j;
223         vector v;
224         if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
225                 && spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair)
226                 && !HUD_MinigameMenu_IsOpened())
227         {
228                 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
229                         return;
230
231                 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
232                         return;
233
234                 if (hud != HUD_NORMAL)
235                 {
236                         HUD_Crosshair_Vehicle(this);
237                         return;
238                 }
239
240                 string wcross_style;
241                 float wcross_alpha, wcross_resolution;
242                 wcross_style = autocvar_crosshair;
243                 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
244                         wcross_style = autocvar_crosshair_2d;
245                 if (wcross_style == "0")
246                         return;
247                 wcross_resolution = autocvar_crosshair_size;
248                 if (wcross_resolution == 0)
249                         return;
250                 wcross_alpha = autocvar_crosshair_alpha;
251                 if (wcross_alpha == 0)
252                         return;
253
254                 // TrueAim check
255                 float shottype;
256
257                 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
258                 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
259                         wcross_origin = viewloc_mousepos;
260                 else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
261                 {
262                         vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
263                         if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
264                         {
265                                 traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
266                                 float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
267                                 if(trace_ent == csqcplayer)
268                                         csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
269                                 else
270                                         csqcplayer.alpha = csqcplayer.m_alpha;
271                         }
272                         traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
273                         wcross_origin = project_3d_to_2d(trace_endpos);
274                 }
275                 else
276                         wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
277                 wcross_origin.z = 0;
278                 if(autocvar_crosshair_hittest)
279                 {
280                         vector wcross_oldorigin;
281                         entity thiswep = viewmodels[0]; // TODO: unhardcode
282                         wcross_oldorigin = wcross_origin;
283                         shottype = TrueAimCheck(thiswep);
284                         if(shottype == SHOTTYPE_HITWORLD)
285                         {
286                                 v = wcross_origin - wcross_oldorigin;
287                                 v.x /= vid_conwidth;
288                                 v.y /= vid_conheight;
289                                 if(vdist(v, >, 0.01))
290                                         shottype = SHOTTYPE_HITOBSTRUCTION;
291                         }
292                         if(!autocvar_crosshair_hittest_showimpact)
293                                 wcross_origin = wcross_oldorigin;
294                 }
295                 else
296                         shottype = SHOTTYPE_HITWORLD;
297
298                 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
299                 string wcross_name = "";
300                 float wcross_scale, wcross_blur;
301
302                 entity e = WEP_Null;
303                 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
304                 {
305                         entity wepent = viewmodels[0]; // TODO: unhardcode
306                         e = wepent.switchingweapon;
307                         if(e)
308                         {
309                                 if(autocvar_crosshair_per_weapon)
310                                 {
311                                         // WEAPONTODO: access these through some general settings (with non-balance config settings)
312                                         //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
313                                         //if (wcross_resolution == 0)
314                                                 //return;
315
316                                         //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
317                                         wcross_resolution *= e.w_crosshair_size;
318                                         wcross_name = e.w_crosshair;
319                                 }
320                         }
321                 }
322
323                 if(wcross_name == "")
324                         wcross_name = strcat("gfx/crosshair", wcross_style);
325
326                 // MAIN CROSSHAIR COLOR DECISION
327                 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
328
329                 if(autocvar_crosshair_effect_scalefade)
330                 {
331                         wcross_scale = wcross_resolution;
332                         wcross_resolution = 1;
333                 }
334                 else
335                 {
336                         wcross_scale = 1;
337                 }
338
339                 if(autocvar_crosshair_pickup)
340                 {
341                         float stat_pickup_time = STAT(LAST_PICKUP);
342
343                         if(pickup_crosshair_time < stat_pickup_time)
344                         {
345                                 if(time - stat_pickup_time < 5) // don't trigger the animation if it's too old
346                                         pickup_crosshair_size = 1;
347
348                                 pickup_crosshair_time = stat_pickup_time;
349                         }
350
351                         if(pickup_crosshair_size > 0)
352                                 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
353                         else
354                                 pickup_crosshair_size = 0;
355
356                         wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
357                 }
358
359                 // todo: make crosshair hit indication dependent on damage dealt
360                 if(autocvar_crosshair_hitindication)
361                 {
362                         vector col = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
363
364                         if(unaccounted_damage)
365                         {
366                                 hitindication_crosshair_size = 1;
367                         }
368
369                         if(hitindication_crosshair_size > 0)
370                                 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
371                         else
372                                 hitindication_crosshair_size = 0;
373
374                         wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
375                         wcross_color.x += sin(hitindication_crosshair_size) * col.x;
376                         wcross_color.y += sin(hitindication_crosshair_size) * col.y;
377                         wcross_color.z += sin(hitindication_crosshair_size) * col.z;
378                 }
379
380                 // no effects needed for targeting enemies, this can't possibly span all valid targets!
381                 // just show for teammates to give a sign that they're an invalid target
382                 //if(shottype == SHOTTYPE_HITENEMY)
383                         //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
384                 if(shottype == SHOTTYPE_HITTEAM)
385                         wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
386
387                 f = fabs(autocvar_crosshair_effect_time);
388                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
389                 {
390                         wcross_changedonetime = time + f;
391                 }
392                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
393                 {
394                         wcross_name_changestarttime = time;
395                         wcross_name_changedonetime = time + f;
396                         if(wcross_name_goal_prev_prev)
397                                 strunzone(wcross_name_goal_prev_prev);
398                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
399                         wcross_name_goal_prev = strzone(wcross_name);
400                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
401                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
402                         wcross_resolution_goal_prev = wcross_resolution;
403                 }
404
405                 wcross_scale_goal_prev = wcross_scale;
406                 wcross_alpha_goal_prev = wcross_alpha;
407                 wcross_color_goal_prev = wcross_color;
408
409                 if((shottype == SHOTTYPE_HITTEAM && autocvar_crosshair_hittest_blur_teammate)
410                         || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur_wall && !autocvar_chase_active))
411                 {
412                         wcross_blur = 1;
413                         wcross_alpha *= 0.75;
414                 }
415                 else
416                         wcross_blur = 0;
417                 // *_prev is at time-frametime
418                 // * is at wcross_changedonetime+f
419                 // what do we have at time?
420                 if(time < wcross_changedonetime)
421                 {
422                         f = frametime / (wcross_changedonetime - time + frametime);
423                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
424                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
425                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
426                 }
427
428                 wcross_scale_prev = wcross_scale;
429                 wcross_alpha_prev = wcross_alpha;
430                 wcross_color_prev = wcross_color;
431
432                 MUTATOR_CALLHOOK(UpdateCrosshair);
433
434                 wcross_scale *= 1 - autocvar__menu_alpha;
435                 wcross_alpha *= 1 - autocvar__menu_alpha;
436                 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
437
438                 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
439                 {
440                         // crosshair rings for weapon stats
441                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
442                         {
443                                 // declarations and stats
444                                 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
445                                 string ring_image = string_null, ring_inner_image = string_null;
446                                 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
447
448                                 ring_scale = autocvar_crosshair_ring_size;
449
450                                 entity wepent = viewmodels[0]; // TODO: unhardcode
451
452                                 int weapon_clipload = wepent.clip_load;
453                                 int weapon_clipsize = wepent.clip_size;
454
455                                 float arc_heat = wepent.arc_heat_percent;
456
457                                 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
458                                         vortex_charge_movingavg = wepent.vortex_charge;
459
460                                 float charge = 0;
461                                 float chargepool = 0;
462                                 bool ring_vortex_enabled = false;
463                                 if (autocvar_crosshair_ring && autocvar_crosshair_ring_vortex)
464                                 {
465                                         if (wepent.activeweapon == WEP_VORTEX)
466                                         {
467                                                 charge = wepent.vortex_charge;
468                                                 chargepool = wepent.vortex_chargepool_ammo;
469                                         }
470                                         else if (wepent.activeweapon == WEP_OVERKILL_NEX)
471                                         {
472                                                 charge = wepent.oknex_charge;
473                                                 chargepool = wepent.oknex_chargepool_ammo;
474                                         }
475                                         if (charge)
476                                                 ring_vortex_enabled = true;
477                                 }
478
479                                 if (ring_vortex_enabled)
480                                 {
481                                         if (chargepool || use_vortex_chargepool) {
482                                                 use_vortex_chargepool = 1;
483                                                 ring_inner_value = chargepool;
484                                         } else {
485                                                 float rate = autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
486                                                 vortex_charge_movingavg = (1 - rate) * vortex_charge_movingavg + rate * charge;
487                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (charge - vortex_charge_movingavg), 1);
488                                         }
489
490                                         ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
491                                         ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
492                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
493
494                                         // draw the outer ring to show the current charge of the weapon
495                                         ring_value = charge;
496                                         ring_alpha = autocvar_crosshair_ring_vortex_alpha;
497                                         ring_rgb = wcross_color;
498                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
499                                 }
500                                 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
501                                 {
502                                         ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1);
503                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
504                                         ring_rgb = wcross_color;
505                                         ring_image = "gfx/crosshair_ring.tga";
506                                 }
507                                 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
508                                 {
509                                         ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
510                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
511                                         ring_rgb = wcross_color;
512                                         ring_image = "gfx/crosshair_ring.tga";
513                                 }
514                                 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
515                                 {
516                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
517                                         ring_scale = autocvar_crosshair_ring_reload_size;
518                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
519                                         ring_rgb = wcross_color;
520
521                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
522                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
523                                         if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
524                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
525                                         else
526                                                 ring_image = "gfx/crosshair_ring.tga";
527                                 }
528                                 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
529                                 {
530                                         ring_value = arc_heat;
531                                         ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
532                                                 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
533                                         ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
534                                         ring_image = "gfx/crosshair_ring.tga";
535                                 }
536
537                                 // if in weapon switch animation, fade ring out/in
538                                 if(autocvar_crosshair_effect_time > 0)
539                                 {
540                                         f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
541                                         if (f >= 1)
542                                         {
543                                                 wcross_ring_prev = ((ring_image) ? true : false);
544                                         }
545
546                                         if(wcross_ring_prev)
547                                         {
548                                                 if(f < 1)
549                                                         ring_alpha *= fabs(1 - bound(0, f, 1));
550                                         }
551                                         else
552                                         {
553                                                 if(f < 1)
554                                                         ring_alpha *= bound(0, f, 1);
555                                         }
556                                 }
557
558                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
559                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
560
561                                 if (ring_value)
562                                         DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
563                         }
564
565 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
566                         MACRO_BEGIN \
567                                 vector scaled_sz = sz * wcross_size; \
568                                 if(wcross_blur > 0) \
569                                 { \
570                                         for(i = -2; i <= 2; ++i) \
571                                         for(j = -2; j <= 2; ++j) \
572                                         M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
573                                 } \
574                                 else \
575                                 { \
576                                         M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
577                                 } \
578                         MACRO_END
579
580 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
581                         drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
582
583 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
584                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
585
586                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
587                         {
588                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
589                                 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
590                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
591                                 f = 1 - f;
592                         }
593                         else
594                         {
595                                 f = 1;
596                         }
597                         wcross_name_alpha_goal_prev = f;
598
599                         wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
600                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
601
602                         if(autocvar_crosshair_dot)
603                         {
604                                 vector wcross_color_old;
605                                 wcross_color_old = wcross_color;
606
607                                 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
608                                         wcross_color = stov(autocvar_crosshair_dot_color);
609
610                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
611                                 // FIXME why don't we use wcross_alpha here?
612                                 wcross_color = wcross_color_old;
613                         }
614                 }
615         }
616         else
617         {
618                 wcross_scale_prev = 0;
619                 wcross_alpha_prev = 0;
620                 wcross_scale_goal_prev = 0;
621                 wcross_alpha_goal_prev = 0;
622                 wcross_changedonetime = 0;
623                 strfree(wcross_name_goal_prev);
624                 strfree(wcross_name_goal_prev_prev);
625                 wcross_name_changestarttime = 0;
626                 wcross_name_changedonetime = 0;
627                 wcross_name_alpha_goal_prev = 0;
628                 wcross_name_alpha_goal_prev_prev = 0;
629                 wcross_resolution_goal_prev = 0;
630                 wcross_resolution_goal_prev_prev = 0;
631         }
632 }
633
634 void DrawReticle(entity this)
635 {
636         if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
637         {
638                 reticle_type = 0;
639                 return;
640         }
641
642         float is_dead = (STAT(HEALTH) <= 0);
643         string reticle_image = string_null;
644         bool wep_zoomed = false;
645         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
646         {
647                 entity wepe = viewmodels[slot];
648                 Weapon wep = wepe.activeweapon;
649                 if(wep != WEP_Null && wep.wr_zoom)
650                 {
651                         bool do_zoom = wep.wr_zoom(wep, NULL);
652                         if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
653                                 reticle_image = wep.w_reticle;
654                         wep_zoomed += do_zoom;
655                 }
656         }
657         // Draw the aiming reticle for weapons that use it
658         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
659         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
660         // the view to go back to normal, so reticle_type would become 0 as we fade out)
661         if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc)
662         {
663                 // no zoom reticle while dead
664                 reticle_type = 0;
665         }
666         else if(wep_zoomed && autocvar_cl_reticle_weapon)
667         {
668                 if(reticle_image) { reticle_type = 2; }
669                 else { reticle_type = 0; }
670         }
671         else if(button_zoom || zoomscript_caught)
672         {
673                 // normal zoom
674                 reticle_type = 1;
675         }
676
677         if(reticle_type)
678         {
679                 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
680                 if(autocvar_cl_reticle_stretch)
681                 {
682                         reticle_size.x = vid_conwidth;
683                         reticle_size.y = vid_conheight;
684                         reticle_pos.x = 0;
685                         reticle_pos.y = 0;
686                 }
687                 else
688                 {
689                         reticle_size.x = max(vid_conwidth, vid_conheight);
690                         reticle_size.y = max(vid_conwidth, vid_conheight);
691                         reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
692                         reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
693                 }
694
695                 float f = (zoomscript_caught) ? 1 : current_zoomfraction;
696
697                 if(f)
698                 {
699                         switch(reticle_type)
700                         {
701                                 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
702                                 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
703                         }
704                 }
705         }
706 }