]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud/crosshair.qc
Merge branch 'master' into Lyberta/WaypointIcons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / crosshair.qc
diff --git a/qcsrc/client/hud/crosshair.qc b/qcsrc/client/hud/crosshair.qc
new file mode 100644 (file)
index 0000000..c2dd9a1
--- /dev/null
@@ -0,0 +1,713 @@
+#include "crosshair.qh"
+
+#include <client/autocvars.qh>
+#include <client/main.qh>
+#include <client/miscfunctions.qh>
+#include <client/hud/panel/scoreboard.qh>
+#include <client/view.qh>
+
+#include <lib/csqcmodel/cl_player.qh>
+#include <common/deathtypes/all.qh>
+#include <common/ent_cs.qh>
+#include <common/vehicles/all.qh>
+#include <common/viewloc.qh>
+#include <common/mapobjects/trigger/viewloc.qh>
+#include <common/wepent.qh>
+#include <common/minigames/cl_minigames.qh>
+#include <common/minigames/cl_minigames_hud.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
+
+float pickup_crosshair_time, pickup_crosshair_size;
+float hitindication_crosshair_size;
+float use_vortex_chargepool;
+
+float reticle_type;
+
+vector wcross_origin;
+float wcross_scale_prev, wcross_alpha_prev;
+vector wcross_color_prev;
+float wcross_scale_goal_prev, wcross_alpha_goal_prev;
+vector wcross_color_goal_prev;
+float wcross_changedonetime;
+
+string wcross_name_goal_prev, wcross_name_goal_prev_prev;
+float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
+float wcross_name_changestarttime, wcross_name_changedonetime;
+float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
+
+float wcross_ring_prev;
+
+entity trueaim;
+entity trueaim_rifle;
+
+const float SHOTTYPE_HITTEAM = 1;
+const float SHOTTYPE_HITOBSTRUCTION = 2;
+const float SHOTTYPE_HITWORLD = 3;
+const float SHOTTYPE_HITENEMY = 4;
+
+void TrueAim_Init()
+{
+       (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+       (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+}
+
+float EnemyHitCheck()
+{
+       float t, n;
+       wcross_origin = project_3d_to_2d(trace_endpos);
+       wcross_origin.z = 0;
+       if(trace_ent)
+               n = trace_ent.entnum;
+       else
+               n = trace_networkentity;
+       if(n < 1)
+               return SHOTTYPE_HITWORLD;
+       if(n > maxclients)
+               return SHOTTYPE_HITWORLD;
+       t = entcs_GetTeam(n - 1);
+       if(teamplay)
+               if(t == myteam)
+                       return SHOTTYPE_HITTEAM;
+       if(t == NUM_SPECTATOR)
+               return SHOTTYPE_HITWORLD;
+       return SHOTTYPE_HITENEMY;
+}
+
+float TrueAimCheck(entity wepent)
+{
+       if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
+               return SHOTTYPE_HITWORLD;
+
+       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?
+       vector vecs, trueaimpoint, w_shotorg;
+       vector mi, ma, dv;
+       float shottype;
+       entity ta;
+       float mv;
+
+       mi = ma = '0 0 0';
+       ta = trueaim;
+       mv = MOVE_NOMONSTERS;
+
+       switch(wepent.activeweapon) // WEAPONTODO
+       {
+               case WEP_VORTEX:
+               case WEP_OVERKILL_NEX:
+               case WEP_VAPORIZER:
+                       mv = MOVE_NORMAL;
+                       break;
+               case WEP_RIFLE:
+                       ta = trueaim_rifle;
+                       mv = MOVE_NORMAL;
+                       if(zoomscript_caught)
+                       {
+                               tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
+                               return EnemyHitCheck();
+                       }
+                       break;
+               case WEP_DEVASTATOR: // projectile has a size!
+                       mi = '-3 -3 -3';
+                       ma = '3 3 3';
+                       break;
+               case WEP_FIREBALL: // projectile has a size!
+                       mi = '-16 -16 -16';
+                       ma = '16 16 16';
+                       break;
+               case WEP_SEEKER: // projectile has a size!
+                       mi = '-2 -2 -2';
+                       ma = '2 2 2';
+                       break;
+               case WEP_ELECTRO: // projectile has a size!
+                       mi = '0 0 -3';
+                       ma = '0 0 -3';
+                       break;
+       }
+
+       vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
+
+       vecs = decompressShotOrigin(STAT(SHOTORG));
+
+       traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
+       trueaimpoint = trace_endpos;
+       // move trueaimpoint a little bit forward to make the final tracebox reliable
+       // since it sometimes doesn't reach a teammate by a hair
+       trueaimpoint += view_forward;
+
+       if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
+               trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
+
+       if(vecs.x > 0)
+               vecs.y = -vecs.y;
+       else
+               vecs = '0 0 0';
+
+       dv = view_right * vecs.y + view_up * vecs.z;
+       w_shotorg = traceorigin + dv;
+
+       // now move the vecs forward as much as requested if possible
+       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
+       w_shotorg = trace_endpos - view_forward * nudge;
+
+       tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
+       shottype = EnemyHitCheck();
+       if(shottype != SHOTTYPE_HITWORLD)
+               return shottype;
+
+#if 0
+       // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
+       // or rather, I know why, but see no fix
+       if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
+               // 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
+               return SHOTTYPE_HITOBSTRUCTION;
+#endif
+
+       return SHOTTYPE_HITWORLD;
+}
+
+void HUD_Crosshair_Vehicle(entity this)
+{
+       if(hud != HUD_BUMBLEBEE_GUN)
+       {
+               Vehicle info = REGISTRY_GET(Vehicles, hud);
+               info.vr_crosshair(info, this);
+       }
+}
+
+vector crosshair_getcolor(entity this, float health_stat)
+{
+       static float rainbow_last_flicker;
+       static vector rainbow_prev_color;
+       vector wcross_color = '0 0 0';
+       switch(autocvar_crosshair_color_special)
+       {
+               case 1: // weapon color
+               {
+                       if(this != WEP_Null && hud == HUD_NORMAL)
+                       {
+                               wcross_color = this.wpcolor;
+                               break;
+                       }
+                       else { goto normalcolor; }
+               }
+
+               case 2: // color based on health and armor
+               {
+                       vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
+                       float health_and_armor = floor(v.x + 1);
+                       wcross_color = HUD_Get_Num_Color(health_and_armor, 200, false);
+                       break;
+               }
+
+               case 3: // rainbow/random color
+               {
+                       if(time >= rainbow_last_flicker)
+                       {
+                               rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+                               rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+                       }
+                       wcross_color = rainbow_prev_color;
+                       break;
+               }
+LABEL(normalcolor)
+               default: { wcross_color = stov(autocvar_crosshair_color); break; }
+       }
+
+       return wcross_color;
+}
+
+void HUD_Crosshair(entity this)
+{
+       // reset player's alpha here upon death since forced scoreboard prevents running the crosshair_chase code
+       if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
+               csqcplayer.alpha = csqcplayer.m_alpha;
+
+       float f, i, j;
+       vector v;
+       if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
+               && spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair)
+               && !HUD_MinigameMenu_IsOpened())
+       {
+               if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
+                       return;
+
+               if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+                       return;
+
+               if (hud != HUD_NORMAL)
+               {
+                       HUD_Crosshair_Vehicle(this);
+                       return;
+               }
+
+               string wcross_style;
+               float wcross_alpha, wcross_resolution;
+               wcross_style = autocvar_crosshair;
+               if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
+                       wcross_style = autocvar_crosshair_2d;
+               if (wcross_style == "0")
+                       return;
+               wcross_resolution = autocvar_crosshair_size;
+               if (wcross_resolution == 0)
+                       return;
+               wcross_alpha = autocvar_crosshair_alpha;
+               if (wcross_alpha == 0)
+                       return;
+
+               // TrueAim check
+               float shottype;
+
+               // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
+               if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
+                       wcross_origin = viewloc_mousepos;
+               else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
+               {
+                       vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
+                       if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
+                       {
+                               traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
+                               float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
+                               if(trace_ent == csqcplayer)
+                                       csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
+                               else
+                                       csqcplayer.alpha = csqcplayer.m_alpha;
+                       }
+                       traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
+                       wcross_origin = project_3d_to_2d(trace_endpos);
+               }
+               else
+                       wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
+               wcross_origin.z = 0;
+               if(autocvar_crosshair_hittest)
+               {
+                       vector wcross_oldorigin;
+                       entity thiswep = viewmodels[0]; // TODO: unhardcode
+                       wcross_oldorigin = wcross_origin;
+                       shottype = TrueAimCheck(thiswep);
+                       if(shottype == SHOTTYPE_HITWORLD)
+                       {
+                               v = wcross_origin - wcross_oldorigin;
+                               v.x /= vid_conwidth;
+                               v.y /= vid_conheight;
+                               if(vdist(v, >, 0.01))
+                                       shottype = SHOTTYPE_HITOBSTRUCTION;
+                       }
+                       if(!autocvar_crosshair_hittest_showimpact)
+                               wcross_origin = wcross_oldorigin;
+               }
+               else
+                       shottype = SHOTTYPE_HITWORLD;
+
+               vector wcross_color = '0 0 0', wcross_size = '0 0 0';
+               string wcross_name = "";
+               float wcross_scale, wcross_blur;
+
+               entity e = WEP_Null;
+               if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+               {
+                       entity wepent = viewmodels[0]; // TODO: unhardcode
+                       e = wepent.switchingweapon;
+                       if(e)
+                       {
+                               if(autocvar_crosshair_per_weapon)
+                               {
+                                       // WEAPONTODO: access these through some general settings (with non-balance config settings)
+                                       //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+                                       //if (wcross_resolution == 0)
+                                               //return;
+
+                                       //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+                                       wcross_resolution *= e.w_crosshair_size;
+                                       wcross_name = e.w_crosshair;
+                               }
+                       }
+               }
+
+               if(wcross_name == "")
+                       wcross_name = strcat("gfx/crosshair", wcross_style);
+
+               // MAIN CROSSHAIR COLOR DECISION
+               wcross_color = crosshair_getcolor(e, STAT(HEALTH));
+
+               if(autocvar_crosshair_effect_scalefade)
+               {
+                       wcross_scale = wcross_resolution;
+                       wcross_resolution = 1;
+               }
+               else
+               {
+                       wcross_scale = 1;
+               }
+
+               if(autocvar_crosshair_pickup)
+               {
+                       float stat_pickup_time = STAT(LAST_PICKUP);
+
+                       if(pickup_crosshair_time < stat_pickup_time)
+                       {
+                               if(time - stat_pickup_time < 5) // don't trigger the animation if it's too old
+                                       pickup_crosshair_size = 1;
+
+                               pickup_crosshair_time = stat_pickup_time;
+                       }
+
+                       if(pickup_crosshair_size > 0)
+                               pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
+                       else
+                               pickup_crosshair_size = 0;
+
+                       wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
+               }
+
+               // todo: make crosshair hit indication dependent on damage dealt
+               if(autocvar_crosshair_hitindication)
+               {
+                       vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+
+                       if(unaccounted_damage)
+                       {
+                               hitindication_crosshair_size = 1;
+                       }
+
+                       if(hitindication_crosshair_size > 0)
+                               hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
+                       else
+                               hitindication_crosshair_size = 0;
+
+                       wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
+                       wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
+                       wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
+                       wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
+               }
+
+               // no effects needed for targeting enemies, this can't possibly span all valid targets!
+               // just show for teammates to give a sign that they're an invalid target
+               //if(shottype == SHOTTYPE_HITENEMY)
+                       //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
+               if(shottype == SHOTTYPE_HITTEAM)
+                       wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
+
+               f = fabs(autocvar_crosshair_effect_time);
+               if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
+               {
+                       wcross_changedonetime = time + f;
+               }
+               if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
+               {
+                       wcross_name_changestarttime = time;
+                       wcross_name_changedonetime = time + f;
+                       if(wcross_name_goal_prev_prev)
+                               strunzone(wcross_name_goal_prev_prev);
+                       wcross_name_goal_prev_prev = wcross_name_goal_prev;
+                       wcross_name_goal_prev = strzone(wcross_name);
+                       wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
+                       wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
+                       wcross_resolution_goal_prev = wcross_resolution;
+               }
+
+               wcross_scale_goal_prev = wcross_scale;
+               wcross_alpha_goal_prev = wcross_alpha;
+               wcross_color_goal_prev = wcross_color;
+
+               if((shottype == SHOTTYPE_HITTEAM && autocvar_crosshair_hittest_blur_teammate)
+                       || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur_wall && !autocvar_chase_active))
+               {
+                       wcross_blur = 1;
+                       wcross_alpha *= 0.75;
+               }
+               else
+                       wcross_blur = 0;
+               // *_prev is at time-frametime
+               // * is at wcross_changedonetime+f
+               // what do we have at time?
+               if(time < wcross_changedonetime)
+               {
+                       f = frametime / (wcross_changedonetime - time + frametime);
+                       wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
+                       wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
+                       wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
+               }
+
+               wcross_scale_prev = wcross_scale;
+               wcross_alpha_prev = wcross_alpha;
+               wcross_color_prev = wcross_color;
+
+               MUTATOR_CALLHOOK(UpdateCrosshair);
+
+               wcross_scale *= 1 - autocvar__menu_alpha;
+               wcross_alpha *= 1 - autocvar__menu_alpha;
+               wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
+
+               if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
+               {
+                       // crosshair rings for weapon stats
+                       if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+                       {
+                               // declarations and stats
+                               float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
+                               string ring_image = string_null, ring_inner_image = string_null;
+                               vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
+
+                               ring_scale = autocvar_crosshair_ring_size;
+
+                               entity wepent = viewmodels[0]; // TODO: unhardcode
+
+                               int weapon_clipload = wepent.clip_load;
+                               int weapon_clipsize = wepent.clip_size;
+
+                               float arc_heat = wepent.arc_heat_percent;
+                               float vcharge = wepent.vortex_charge;
+                               float vchargepool = wepent.vortex_chargepool_ammo;
+                               float oknex_charge_ = wepent.oknex_charge;
+                               float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
+
+                               if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                       vortex_charge_movingavg = vcharge;
+
+                               // handle the values
+                               if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+                               {
+                                       if (vchargepool || use_vortex_chargepool) {
+                                               use_vortex_chargepool = 1;
+                                               ring_inner_value = vchargepool;
+                                       } else {
+                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
+                                       }
+
+                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                       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);
+                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+                                       // draw the outer ring to show the current charge of the weapon
+                                       ring_value = vcharge;
+                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
+                               }
+                               else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
+                               {
+                                       if (oknex_chargepool_ || use_vortex_chargepool) {
+                                               use_vortex_chargepool = 1;
+                                               ring_inner_value = oknex_chargepool_;
+                                       } else {
+                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
+                                       }
+
+                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                       ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_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 = oknex_charge_;
+                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
+                               }
+                               else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
+                               {
+                                       ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 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 (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
+                               {
+                                       ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
+                                       ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
+                               else 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 ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+                                               ring_image = "gfx/crosshair_ring_rifle.tga";
+                                       else
+                                               ring_image = "gfx/crosshair_ring.tga";
+                               }
+                               else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
+                               {
+                                       ring_value = arc_heat;
+                                       ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
+                                               arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
+                                       ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
+
+                               // if in weapon switch animation, fade ring out/in
+                               if(autocvar_crosshair_effect_time > 0)
+                               {
+                                       f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
+                                       if (f >= 1)
+                                       {
+                                               wcross_ring_prev = ((ring_image) ? true : false);
+                                       }
+
+                                       if(wcross_ring_prev)
+                                       {
+                                               if(f < 1)
+                                                       ring_alpha *= fabs(1 - bound(0, f, 1));
+                                       }
+                                       else
+                                       {
+                                               if(f < 1)
+                                                       ring_alpha *= bound(0, f, 1);
+                                       }
+                               }
+
+                               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 * wcross_resolution * 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 * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
+                       }
+
+#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
+                       MACRO_BEGIN \
+                               vector scaled_sz = sz * wcross_size; \
+                               if(wcross_blur > 0) \
+                               { \
+                                       for(i = -2; i <= 2; ++i) \
+                                       for(j = -2; j <= 2; ++j) \
+                                       M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
+                               } \
+                               else \
+                               { \
+                                       M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
+                               } \
+                       MACRO_END
+
+#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
+                       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)
+
+#define CROSSHAIR_DRAW(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 = draw_getimagesize(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 = draw_getimagesize(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_custom) && (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);
+                               // FIXME why don't we use wcross_alpha here?
+                               wcross_color = wcross_color_old;
+                       }
+               }
+       }
+       else
+       {
+               wcross_scale_prev = 0;
+               wcross_alpha_prev = 0;
+               wcross_scale_goal_prev = 0;
+               wcross_alpha_goal_prev = 0;
+               wcross_changedonetime = 0;
+               strfree(wcross_name_goal_prev);
+               strfree(wcross_name_goal_prev_prev);
+               wcross_name_changestarttime = 0;
+               wcross_name_changedonetime = 0;
+               wcross_name_alpha_goal_prev = 0;
+               wcross_name_alpha_goal_prev_prev = 0;
+               wcross_resolution_goal_prev = 0;
+               wcross_resolution_goal_prev_prev = 0;
+       }
+}
+
+void DrawReticle(entity this)
+{
+       if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
+       {
+               reticle_type = 0;
+               return;
+       }
+
+       float is_dead = (STAT(HEALTH) <= 0);
+       string reticle_image = string_null;
+       bool wep_zoomed = false;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               entity wepe = viewmodels[slot];
+               Weapon wep = wepe.activeweapon;
+               if(wep != WEP_Null && wep.wr_zoom)
+               {
+                       bool do_zoom = wep.wr_zoom(wep, NULL);
+                       if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
+                               reticle_image = wep.w_reticle;
+                       wep_zoomed += do_zoom;
+               }
+       }
+       // Draw the aiming reticle for weapons that use it
+       // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+       // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+       // the view to go back to normal, so reticle_type would become 0 as we fade out)
+       if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc)
+       {
+               // no zoom reticle while dead
+               reticle_type = 0;
+       }
+       else if(wep_zoomed && autocvar_cl_reticle_weapon)
+       {
+               if(reticle_image) { reticle_type = 2; }
+               else { reticle_type = 0; }
+       }
+       else if(button_zoom || zoomscript_caught)
+       {
+               // normal zoom
+               reticle_type = 1;
+       }
+
+       if(reticle_type)
+       {
+               vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
+               if(autocvar_cl_reticle_stretch)
+               {
+                       reticle_size.x = vid_conwidth;
+                       reticle_size.y = vid_conheight;
+                       reticle_pos.x = 0;
+                       reticle_pos.y = 0;
+               }
+               else
+               {
+                       reticle_size.x = max(vid_conwidth, vid_conheight);
+                       reticle_size.y = max(vid_conwidth, vid_conheight);
+                       reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
+                       reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
+               }
+
+               float f = (zoomscript_caught) ? 1 : current_zoomfraction;
+
+               if(f)
+               {
+                       switch(reticle_type)
+                       {
+                               case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+                               case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+                       }
+               }
+       }
+}