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