+*/
+
+int crosshairpolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
+{
+ rmeshinfo_t m;
+ float tvxyz[4][4], tvst[4][2], diff[3];
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.depthdisable = true;
+ m.numtriangles = 2;
+ m.numverts = 4;
+ m.cr = cr;
+ m.cg = cg;
+ m.cb = cb;
+ m.ca = ca;
+ if (fogenabled)
+ {
+ VectorSubtract(origin, r_origin, diff);
+ m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+ m.index = crosshairpolyindex;
+ m.vertex = &tvxyz[0][0];
+ m.vertexstep = sizeof(float[4]);
+ m.tex[0] = R_GetTexture(texture);
+ m.texcoords[0] = &tvst[0][0];
+ m.texcoordstep[0] = sizeof(float[2]);
+ tvst[0][0] = 0;
+ tvst[0][1] = 0;
+ tvst[1][0] = 0;
+ tvst[1][1] = 1;
+ tvst[2][0] = 1;
+ tvst[2][1] = 1;
+ tvst[3][0] = 1;
+ tvst[3][1] = 0;
+ tvxyz[0][0] = origin[0] - vright[0] * scale - vup[0] * scale;
+ tvxyz[0][1] = origin[1] - vright[1] * scale - vup[1] * scale;
+ tvxyz[0][2] = origin[2] - vright[2] * scale - vup[2] * scale;
+ tvxyz[1][0] = origin[0] - vright[0] * scale + vup[0] * scale;
+ tvxyz[1][1] = origin[1] - vright[1] * scale + vup[1] * scale;
+ tvxyz[1][2] = origin[2] - vright[2] * scale + vup[2] * scale;
+ tvxyz[2][0] = origin[0] + vright[0] * scale + vup[0] * scale;
+ tvxyz[2][1] = origin[1] + vright[1] * scale + vup[1] * scale;
+ tvxyz[2][2] = origin[2] + vright[2] * scale + vup[2] * scale;
+ tvxyz[3][0] = origin[0] + vright[0] * scale - vup[0] * scale;
+ tvxyz[3][1] = origin[1] + vright[1] * scale - vup[1] * scale;
+ tvxyz[3][2] = origin[2] + vright[2] * scale - vup[2] * scale;
+ R_Mesh_Draw(&m);
+}
+
+void R_DrawCrosshair(void)
+{
+ int i, num;
+ qbyte *color;
+ float scale, base;
+ vec3_t v1, v2, spriteorigin;
+ vec_t spritescale;
+ num = crosshair.integer - 1;
+ if (num < 0)
+ return;
+ if (num >= NUMCROSSHAIRS)
+ num = 0;
+ if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
+ {
+ i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
+ if (i >= 208 && i < 224) // blue
+ i += 8;
+ else if (i < 128 || i >= 224) // 128-224 are backwards ranges (bright to dark, rather than dark to bright)
+ i += 15;
+ }
+ else
+ i = 15;
+ color = (qbyte *) &d_8to24table[i];
+ if (crosshair_flashspeed.value >= 0.01f)
+ base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
+ else
+ base = 0.0f;
+ scale = crosshair_brightness.value * (1.0f / 255.0f);
+ //picname = va("gfx/crosshair%i.tga", num + 1);
+ //pic = Draw_CachePic(picname);
+ //if (pic)
+ // DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
+ {
+ // trace the shot path up to a certain distance
+ VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
+ v1[2] += 16; // HACK: this depends on the QC
+ // get the forward vector for the gun (not the view)
+ AngleVectors(cl.viewangles, v2, NULL, NULL);
+ //VectorCopy(r_origin, v1);
+ VectorMA(v1, 8192, v2, v2);
+ spritescale = 4.0f + (CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true) * 8192.0f) * (1.0f / 48.0f);
+ spritescale = bound(0.0f, spritescale, 32.0f);
+ //VectorMA(spriteorigin, -4, vpn, spriteorigin);
+ // put the sprite there
+ R_DrawCrosshairSprite(crosshairtexture[num], spriteorigin, spritescale, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value);
+ }
+}
+