1 #include "crosshair.qh"
3 #include <client/draw.qh>
4 #include <client/hud/panel/scoreboard.qh>
5 #include <client/view.qh>
6 #include <common/deathtypes/all.qh>
7 #include <common/ent_cs.qh>
8 #include <common/mapobjects/trigger/viewloc.qh>
9 #include <common/minigames/cl_minigames.qh>
10 #include <common/minigames/cl_minigames_hud.qh>
11 #include <common/mutators/mutator/overkill/oknex.qh>
12 #include <common/vehicles/all.qh>
13 #include <common/viewloc.qh>
14 #include <common/wepent.qh>
15 #include <lib/csqcmodel/cl_player.qh>
16 #include <lib/warpzone/common.qh>
18 float pickup_crosshair_time, pickup_crosshair_size;
19 float hitindication_crosshair_size;
20 float use_vortex_chargepool;
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;
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;
36 float wcross_ring_prev;
41 const float SHOTTYPE_HITTEAM = 1;
42 const float SHOTTYPE_HITOBSTRUCTION = 2;
43 const float SHOTTYPE_HITWORLD = 3;
44 const float SHOTTYPE_HITENEMY = 4;
48 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
49 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
55 wcross_origin = project_3d_to_2d(trace_endpos);
60 n = trace_networkentity;
62 return SHOTTYPE_HITWORLD;
64 return SHOTTYPE_HITWORLD;
65 t = entcs_GetTeam(n - 1);
68 return SHOTTYPE_HITTEAM;
69 if(t == NUM_SPECTATOR)
70 return SHOTTYPE_HITWORLD;
71 return SHOTTYPE_HITENEMY;
74 float TrueAimCheck(entity wepent)
76 if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
77 return SHOTTYPE_HITWORLD;
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;
90 switch(wepent.activeweapon) // WEAPONTODO
93 case WEP_OVERKILL_NEX:
100 if(zoomscript_caught)
102 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
103 return EnemyHitCheck();
106 case WEP_DEVASTATOR: // projectile has a size!
110 case WEP_FIREBALL: // projectile has a size!
114 case WEP_SEEKER: // projectile has a size!
118 case WEP_ELECTRO: // projectile has a size!
124 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
126 vecs = decompressShotOrigin(STAT(SHOTORG));
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;
134 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
135 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
142 dv = view_right * vecs.y + view_up * vecs.z;
143 w_shotorg = traceorigin + dv;
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;
149 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
150 shottype = EnemyHitCheck();
151 if(shottype != SHOTTYPE_HITWORLD)
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;
162 return SHOTTYPE_HITWORLD;
165 void HUD_Crosshair_Vehicle(entity this)
167 if(hud != HUD_BUMBLEBEE_GUN)
169 Vehicle info = REGISTRY_GET(Vehicles, hud);
170 info.vr_crosshair(info, this);
174 vector crosshair_getcolor(entity this, float health_stat)
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)
181 case 1: // weapon color
183 if(this != WEP_Null && hud == HUD_NORMAL)
185 wcross_color = this.wpcolor;
188 else { goto normalcolor; }
191 case 2: // color based on health and armor
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);
199 case 3: // rainbow/random color
201 if(time >= rainbow_last_flicker)
203 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
204 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
206 wcross_color = rainbow_prev_color;
210 default: { wcross_color = stov(autocvar_crosshair_color); break; }
217 void HUD_Crosshair(entity this)
219 // reset player's alpha here upon death since forced scoreboard prevents running the crosshair_chase code
220 if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
221 csqcplayer.alpha = csqcplayer.m_alpha;
223 if (autocvar_chase_active > 0 && autocvar_chase_front)
225 csqcplayer.alpha = csqcplayer.m_alpha;
231 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
232 && spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair)
233 && !HUD_MinigameMenu_IsOpened())
235 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
238 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
241 if (hud != HUD_NORMAL)
243 HUD_Crosshair_Vehicle(this);
248 float wcross_alpha, wcross_resolution;
249 wcross_style = autocvar_crosshair;
250 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
251 wcross_style = autocvar_crosshair_2d;
252 if (wcross_style == "0")
254 wcross_resolution = autocvar_crosshair_size;
255 if (wcross_resolution == 0)
257 wcross_alpha = autocvar_crosshair_alpha;
258 if (wcross_alpha == 0)
264 static int crosshair_chase_state = 0;
266 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
267 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
268 wcross_origin = viewloc_mousepos;
269 else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
271 vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
272 float my_alpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
273 float chase_playeralpha = bound(0.001, autocvar_crosshair_chase_playeralpha, 1);
274 if(csqcplayer && chase_playeralpha < 1 && my_alpha > chase_playeralpha)
276 crosshair_chase_state = 2;
278 if (pointinsidebox(view_origin, csqcplayer.absmin, csqcplayer.absmax))
282 WarpZone_TraceLine(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
283 if(trace_ent == csqcplayer)
286 float prev_alpha = csqcplayer.alpha;
288 csqcplayer.alpha = max(csqcplayer.alpha - frametime * 5, chase_playeralpha);
290 csqcplayer.alpha = min(csqcplayer.alpha + frametime * 5, my_alpha);
292 if (csqcplayer.alpha != prev_alpha)
294 FOREACH_ENTITY_CLASS("ENT_CLIENT_MODEL", it.tag_entity == csqcplayer,
296 it.alpha = csqcplayer.alpha;
300 traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
301 wcross_origin = project_3d_to_2d(trace_endpos);
304 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
306 if (crosshair_chase_state == 2) // enabled (this frame)
307 crosshair_chase_state = 1;
308 else if (crosshair_chase_state == 1) // turned off in the previous frame
310 // reset player alpha only in this frame
312 csqcplayer.alpha = csqcplayer.m_alpha;
313 crosshair_chase_state = 0; // turned off and alpha reset
316 if(autocvar_crosshair_hittest)
318 vector wcross_oldorigin;
319 entity thiswep = viewmodels[0]; // TODO: unhardcode
320 wcross_oldorigin = wcross_origin;
321 shottype = TrueAimCheck(thiswep);
322 if(shottype == SHOTTYPE_HITWORLD)
324 v = wcross_origin - wcross_oldorigin;
326 v.y /= vid_conheight;
327 if(vdist(v, >, 0.01))
328 shottype = SHOTTYPE_HITOBSTRUCTION;
330 if(!autocvar_crosshair_hittest_showimpact)
331 wcross_origin = wcross_oldorigin;
334 shottype = SHOTTYPE_HITWORLD;
336 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
337 string wcross_name = "";
338 float wcross_scale, wcross_blur;
341 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
343 entity wepent = viewmodels[0]; // TODO: unhardcode
344 e = wepent.switchingweapon;
347 if(autocvar_crosshair_per_weapon)
349 // WEAPONTODO: access these through some general settings (with non-balance config settings)
350 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
351 //if (wcross_resolution == 0)
354 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
355 wcross_resolution *= e.w_crosshair_size;
356 wcross_name = e.w_crosshair;
361 if(wcross_name == "")
362 wcross_name = strcat("gfx/crosshair", wcross_style);
364 // MAIN CROSSHAIR COLOR DECISION
365 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
367 if(autocvar_crosshair_effect_scalefade)
369 wcross_scale = wcross_resolution;
370 wcross_resolution = 1;
377 if(autocvar_crosshair_pickup)
379 float stat_pickup_time = STAT(LAST_PICKUP);
381 if(pickup_crosshair_time < stat_pickup_time)
383 if(time - stat_pickup_time < 5) // don't trigger the animation if it's too old
384 pickup_crosshair_size = 1;
386 pickup_crosshair_time = stat_pickup_time;
389 if(pickup_crosshair_size > 0)
390 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
392 pickup_crosshair_size = 0;
394 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
397 // todo: make crosshair hit indication dependent on damage dealt
398 if(autocvar_crosshair_hitindication)
400 vector col = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
402 if(unaccounted_damage)
404 hitindication_crosshair_size = 1;
407 if(hitindication_crosshair_size > 0)
408 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
410 hitindication_crosshair_size = 0;
412 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
413 wcross_color.x += sin(hitindication_crosshair_size) * col.x;
414 wcross_color.y += sin(hitindication_crosshair_size) * col.y;
415 wcross_color.z += sin(hitindication_crosshair_size) * col.z;
418 // no effects needed for targeting enemies, this can't possibly span all valid targets!
419 // just show for teammates to give a sign that they're an invalid target
420 //if(shottype == SHOTTYPE_HITENEMY)
421 //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
422 if(shottype == SHOTTYPE_HITTEAM)
423 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
425 f = fabs(autocvar_crosshair_effect_time);
426 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
428 wcross_changedonetime = time + f;
430 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
432 wcross_name_changestarttime = time;
433 wcross_name_changedonetime = time + f;
434 if(wcross_name_goal_prev_prev)
435 strunzone(wcross_name_goal_prev_prev);
436 wcross_name_goal_prev_prev = wcross_name_goal_prev;
437 wcross_name_goal_prev = strzone(wcross_name);
438 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
439 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
440 wcross_resolution_goal_prev = wcross_resolution;
443 wcross_scale_goal_prev = wcross_scale;
444 wcross_alpha_goal_prev = wcross_alpha;
445 wcross_color_goal_prev = wcross_color;
447 if((shottype == SHOTTYPE_HITTEAM && autocvar_crosshair_hittest_blur_teammate)
448 || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur_wall && !autocvar_chase_active))
451 wcross_alpha *= 0.75;
455 // *_prev is at time-frametime
456 // * is at wcross_changedonetime+f
457 // what do we have at time?
458 if(time < wcross_changedonetime)
460 f = frametime / (wcross_changedonetime - time + frametime);
461 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
462 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
463 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
466 wcross_scale_prev = wcross_scale;
467 wcross_alpha_prev = wcross_alpha;
468 wcross_color_prev = wcross_color;
470 MUTATOR_CALLHOOK(UpdateCrosshair);
472 wcross_scale *= 1 - autocvar__menu_alpha;
473 wcross_alpha *= 1 - autocvar__menu_alpha;
474 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
476 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
478 // crosshair rings for weapon stats
479 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
481 // declarations and stats
482 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
483 string ring_image = string_null, ring_inner_image = string_null;
484 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
486 ring_scale = autocvar_crosshair_ring_size;
488 entity wepent = viewmodels[0]; // TODO: unhardcode
490 int weapon_clipload = wepent.clip_load;
491 int weapon_clipsize = wepent.clip_size;
493 float arc_heat = wepent.arc_heat_percent;
495 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
496 vortex_charge_movingavg = wepent.vortex_charge;
499 float chargepool = 0;
500 bool ring_vortex_enabled = false;
501 if (autocvar_crosshair_ring && autocvar_crosshair_ring_vortex)
503 if (wepent.activeweapon == WEP_VORTEX)
505 charge = wepent.vortex_charge;
506 chargepool = wepent.vortex_chargepool_ammo;
508 else if (wepent.activeweapon == WEP_OVERKILL_NEX)
510 charge = wepent.oknex_charge;
511 chargepool = wepent.oknex_chargepool_ammo;
514 ring_vortex_enabled = true;
517 if (ring_vortex_enabled)
519 if (chargepool || use_vortex_chargepool) {
520 use_vortex_chargepool = 1;
521 ring_inner_value = chargepool;
523 float rate = autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
524 vortex_charge_movingavg = (1 - rate) * vortex_charge_movingavg + rate * charge;
525 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (charge - vortex_charge_movingavg), 1);
528 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
529 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);
530 ring_inner_image = "gfx/crosshair_ring_inner.tga";
532 // draw the outer ring to show the current charge of the weapon
534 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
535 ring_rgb = wcross_color;
536 ring_image = "gfx/crosshair_ring_nexgun.tga";
538 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
540 ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1);
541 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
542 ring_rgb = wcross_color;
543 ring_image = "gfx/crosshair_ring.tga";
545 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
547 ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
548 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
549 ring_rgb = wcross_color;
550 ring_image = "gfx/crosshair_ring.tga";
552 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
554 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
555 ring_scale = autocvar_crosshair_ring_reload_size;
556 ring_alpha = autocvar_crosshair_ring_reload_alpha;
557 ring_rgb = wcross_color;
559 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
560 // if a new image for another weapon is added, add the code (and its respective file/value) here
561 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
562 ring_image = "gfx/crosshair_ring_rifle.tga";
564 ring_image = "gfx/crosshair_ring.tga";
566 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
568 ring_value = arc_heat;
569 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
570 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
571 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
572 ring_image = "gfx/crosshair_ring.tga";
575 // if in weapon switch animation, fade ring out/in
576 if(autocvar_crosshair_effect_time > 0)
578 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
581 wcross_ring_prev = ((ring_image) ? true : false);
587 ring_alpha *= fabs(1 - bound(0, f, 1));
592 ring_alpha *= bound(0, f, 1);
596 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
597 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);
600 DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
603 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
605 vector scaled_sz = sz * wcross_size; \
606 if(wcross_blur > 0) \
608 for(i = -2; i <= 2; ++i) \
609 for(j = -2; j <= 2; ++j) \
610 M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
614 M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
618 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
619 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)
621 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
622 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
624 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
626 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
627 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
628 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
635 wcross_name_alpha_goal_prev = f;
637 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
638 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
640 if(autocvar_crosshair_dot)
642 vector wcross_color_old;
643 wcross_color_old = wcross_color;
645 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
646 wcross_color = stov(autocvar_crosshair_dot_color);
648 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
649 // FIXME why don't we use wcross_alpha here?
650 wcross_color = wcross_color_old;
656 wcross_scale_prev = 0;
657 wcross_alpha_prev = 0;
658 wcross_scale_goal_prev = 0;
659 wcross_alpha_goal_prev = 0;
660 wcross_changedonetime = 0;
661 strfree(wcross_name_goal_prev);
662 strfree(wcross_name_goal_prev_prev);
663 wcross_name_changestarttime = 0;
664 wcross_name_changedonetime = 0;
665 wcross_name_alpha_goal_prev = 0;
666 wcross_name_alpha_goal_prev_prev = 0;
667 wcross_resolution_goal_prev = 0;
668 wcross_resolution_goal_prev_prev = 0;
672 void DrawReticle(entity this)
674 if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
680 float is_dead = (STAT(HEALTH) <= 0);
681 string reticle_image = string_null;
682 bool wep_zoomed = false;
683 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
685 entity wepe = viewmodels[slot];
686 Weapon wep = wepe.activeweapon;
687 if(wep != WEP_Null && wep.wr_zoom)
689 bool do_zoom = wep.wr_zoom(wep, NULL);
690 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
691 reticle_image = wep.w_reticle;
692 wep_zoomed += do_zoom;
695 // Draw the aiming reticle for weapons that use it
696 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
697 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
698 // the view to go back to normal, so reticle_type would become 0 as we fade out)
699 if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc)
701 // no zoom reticle while dead
704 else if(wep_zoomed && autocvar_cl_reticle_weapon)
706 if(reticle_image) { reticle_type = 2; }
707 else { reticle_type = 0; }
709 else if(button_zoom || zoomscript_caught)
717 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
718 if(autocvar_cl_reticle_stretch)
720 reticle_size.x = vid_conwidth;
721 reticle_size.y = vid_conheight;
727 reticle_size.x = max(vid_conwidth, vid_conheight);
728 reticle_size.y = max(vid_conwidth, vid_conheight);
729 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
730 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
733 float f = (zoomscript_caught) ? 1 : current_zoomfraction;
739 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
740 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;