From 37c14ca046ac2b3cf3d539ae6e33e00c78f794e2 Mon Sep 17 00:00:00 2001 From: terencehill Date: Sun, 16 Aug 2020 10:52:10 +0200 Subject: [PATCH] Reduce a few overlong lines in crosshair code --- qcsrc/client/hud/crosshair.qc | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) diff --git a/qcsrc/client/hud/crosshair.qc b/qcsrc/client/hud/crosshair.qc index f222a53ba1..6bf0bb5772 100644 --- a/qcsrc/client/hud/crosshair.qc +++ b/qcsrc/client/hud/crosshair.qc @@ -361,7 +361,7 @@ void HUD_Crosshair(entity this) // 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)); + vector col = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color)); if(unaccounted_damage) { @@ -374,9 +374,9 @@ void HUD_Crosshair(entity this) 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; + wcross_color.x += sin(hitindication_crosshair_size) * col.x; + wcross_color.y += sin(hitindication_crosshair_size) * col.y; + wcross_color.z += sin(hitindication_crosshair_size) * col.z; } // no effects needed for targeting enemies, this can't possibly span all valid targets! @@ -484,12 +484,13 @@ void HUD_Crosshair(entity this) use_vortex_chargepool = 1; ring_inner_value = chargepool; } else { - vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * charge; + float rate = autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate; + vortex_charge_movingavg = (1 - rate) * vortex_charge_movingavg + rate * charge; ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (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_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 @@ -500,7 +501,7 @@ void HUD_Crosshair(entity this) } 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_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); ring_alpha = autocvar_crosshair_ring_minelayer_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; -- 2.39.2