]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
only draw crosshair if at least at 0.001 scale and alpha
authorRudolf Polzer <divVerent@xonotic.org>
Mon, 20 Jun 2011 08:55:09 +0000 (10:55 +0200)
committerRudolf Polzer <divVerent@xonotic.org>
Mon, 20 Jun 2011 08:55:39 +0000 (10:55 +0200)
qcsrc/client/View.qc

index 8c7f87c984c089b187d380164cdf9e3d3a7e023a..23a056be2a7fe122f7ec51daeddc6e6dc9bff44b 100644 (file)
@@ -1107,134 +1107,136 @@ void CSQC_UpdateView(float w, float h)
                        wcross_alpha *= 1 - autocvar__menu_alpha;
                        wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
 
-                       // crosshair rings for weapon stats
-                       if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+                       if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
                        {
-                               // declarations and stats
-                               float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
-                               string ring_image, ring_inner_image;
-                               vector ring_rgb, ring_inner_rgb;
-                               
-                               ring_scale = autocvar_crosshair_ring_size;
+                               // crosshair rings for weapon stats
+                               if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+                               {
+                                       // declarations and stats
+                                       float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
+                                       string ring_image, ring_inner_image;
+                                       vector ring_rgb, ring_inner_rgb;
 
-                               float weapon_clipload, weapon_clipsize;
-                               weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
-                               weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+                                       ring_scale = autocvar_crosshair_ring_size;
 
-                               float nex_charge, nex_chargepool;
-                               nex_charge = getstatf(STAT_NEX_CHARGE);
-                               nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+                                       float weapon_clipload, weapon_clipsize;
+                                       weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+                                       weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
 
-                               if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                       nex_charge_movingavg = nex_charge;
-                                       
+                                       float nex_charge, nex_chargepool;
+                                       nex_charge = getstatf(STAT_NEX_CHARGE);
+                                       nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
 
-                               // handle the values
-                               if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
-                               {
-                                       if (nex_chargepool || use_nex_chargepool) { 
-                                               use_nex_chargepool = 1; 
-                                               ring_inner_value = nex_chargepool;
-                                       } else { 
-                                               nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
-                                               ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
-                                       }
-                                               
-                                       ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
-                                       ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
-                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
-                                       
-                                       // draw the outer ring to show the current charge of the weapon
-                                       ring_value = nex_charge;
-                                       ring_alpha = autocvar_crosshair_ring_nex_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
-                               }
-                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
-                               {
-                                       ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
-                                       ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
-                               else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
-                               {
-                                       ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
-                                       ring_alpha = autocvar_crosshair_ring_hagar_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
+                                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                               nex_charge_movingavg = nex_charge;
 
-                               if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
-                               {
-                                       ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
-                                       ring_scale = autocvar_crosshair_ring_reload_size;
-                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
-                                       ring_rgb = wcross_color;
-                                       
-                                       // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
-                                       // if a new image for another weapon is added, add the code (and its respective file/value) here
-                                       if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
-                                               ring_image = "gfx/crosshair_ring_rifle.tga";
-                                       else
+
+                                       // handle the values
+                                       if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+                                       {
+                                               if (nex_chargepool || use_nex_chargepool) { 
+                                                       use_nex_chargepool = 1; 
+                                                       ring_inner_value = nex_chargepool;
+                                               } else { 
+                                                       nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
+                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
+                                               }
+
+                                               ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
+                                               ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+                                               ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+                                               // draw the outer ring to show the current charge of the weapon
+                                               ring_value = nex_charge;
+                                               ring_alpha = autocvar_crosshair_ring_nex_alpha;
+                                               ring_rgb = wcross_color;
+                                               ring_image = "gfx/crosshair_ring_nexgun.tga";
+                                       }
+                                       else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
+                                       {
+                                               ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+                                               ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
+                                               ring_rgb = wcross_color;
                                                ring_image = "gfx/crosshair_ring.tga";
-                               }
+                                       }
+                                       else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                                       {
+                                               ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+                                               ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+                                               ring_rgb = wcross_color;
+                                               ring_image = "gfx/crosshair_ring.tga";
+                                       }
 
-                               if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
-                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
+                                       if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
+                                       {
+                                               ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
+                                               ring_scale = autocvar_crosshair_ring_reload_size;
+                                               ring_alpha = autocvar_crosshair_ring_reload_alpha;
+                                               ring_rgb = wcross_color;
+
+                                               // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
+                                               // if a new image for another weapon is added, add the code (and its respective file/value) here
+                                               if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+                                                       ring_image = "gfx/crosshair_ring_rifle.tga";
+                                               else
+                                                       ring_image = "gfx/crosshair_ring.tga";
+                                       }
 
-                               if (ring_value)
-                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
-                       }
+                                       if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
+                                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
+
+                                       if (ring_value)
+                                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
+                               }
 
 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
-                       do \
-                       { \
-                               if(wcross_blur > 0) \
+                               do \
                                { \
-                                       for(i = -2; i <= 2; ++i) \
+                                       if(wcross_blur > 0) \
+                                       { \
+                                               for(i = -2; i <= 2; ++i) \
                                                for(j = -2; j <= 2; ++j) \
-                                                       M(i,j,sz,wcross_name,wcross_alpha*0.04); \
-                               } \
-                               else \
-                               { \
-                                       M(0,0,sz,wcross_name,wcross_alpha); \
+                                               M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+                                       } \
+                                       else \
+                                       { \
+                                               M(0,0,sz,wcross_name,wcross_alpha); \
+                                       } \
                                } \
-                       } \
-                       while(0)
+                               while(0)
 
 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
-                       drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
+                               drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
 
 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
-                       CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
+                               CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
 
-                       if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
-                       {
-                               f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
-                               wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
-                               CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
-                               f = 1 - f;
-                       }
-                       else
-                       {
-                               f = 1;
-                       }
+                               if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
+                               {
+                                       f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
+                                       wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+                                       CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
+                                       f = 1 - f;
+                               }
+                               else
+                               {
+                                       f = 1;
+                               }
+                               wcross_name_alpha_goal_prev = f;
 
-                       wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
-                       CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
-                       if(autocvar_crosshair_dot)
-            {
-                vector wcross_color_old;
-                wcross_color_old = wcross_color;
-                if(autocvar_crosshair_dot_color != "0")
-                    wcross_color = stov(autocvar_crosshair_dot_color);
-                               CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
-                wcross_color = wcross_color_old;
-            }
-
-                       wcross_name_alpha_goal_prev = f;
+                               wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
+                               CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+                               if(autocvar_crosshair_dot)
+                               {
+                                       vector wcross_color_old;
+                                       wcross_color_old = wcross_color;
+                                       if(autocvar_crosshair_dot_color != "0")
+                                               wcross_color = stov(autocvar_crosshair_dot_color);
+                                       CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
+                                       wcross_color = wcross_color_old;
+                               }
+                       }
                }
                else
                {