Custom crosshair are now possible

This commit is contained in:
Kamay Xutax 2024-09-11 12:49:37 +02:00
parent 097e18db87
commit a841c7a02c

View file

@ -23,6 +23,13 @@
#include "hud_crosshair.h" #include "hud_crosshair.h"
#include "c_te_effect_dispatch.h" #include "c_te_effect_dispatch.h"
#include "c_te_legacytempents.h" #include "c_te_legacytempents.h"
#include "iviewrender.h"
#include "view_scene.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/itexture.h"
extern IVModelInfoClient* modelinfo; extern IVModelInfoClient* modelinfo;
@ -329,6 +336,7 @@ LINK_ENTITY_TO_CLASS( weapon_cs_base, CWeaponCSBase );
ConVar cl_crosshaircolor_r( "cl_crosshaircolor_r", "50", FCVAR_CLIENTDLL | FCVAR_ARCHIVE ); ConVar cl_crosshaircolor_r( "cl_crosshaircolor_r", "50", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_crosshaircolor_g( "cl_crosshaircolor_g", "250", FCVAR_CLIENTDLL | FCVAR_ARCHIVE ); ConVar cl_crosshaircolor_g( "cl_crosshaircolor_g", "250", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_crosshaircolor_b( "cl_crosshaircolor_b", "50", FCVAR_CLIENTDLL | FCVAR_ARCHIVE ); ConVar cl_crosshaircolor_b( "cl_crosshaircolor_b", "50", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_crosshair_picture( "cl_crosshair_picture", "1" );
#if ALLOW_WEAPON_SPREAD_DISPLAY #if ALLOW_WEAPON_SPREAD_DISPLAY
ConVar weapon_debug_spread_show( "weapon_debug_spread_show", "0", FCVAR_CLIENTDLL, "Enables display of weapon accuracy; 1: show accuracy box, 2: show box with recoil offset" ); ConVar weapon_debug_spread_show( "weapon_debug_spread_show", "0", FCVAR_CLIENTDLL, "Enables display of weapon accuracy; 1: show accuracy box, 2: show box with recoil offset" );
@ -1200,6 +1208,68 @@ void CWeaponCSBase::DefaultTouch(CBaseEntity *pOther)
int iCenterY = ScreenHeight() / 2; int iCenterY = ScreenHeight() / 2;
if ( bCrosshairVisible ) if ( bCrosshairVisible )
{
if ( cl_crosshair_picture.GetBool() )
{
static auto pCrosshairMaterial = materials->FindMaterial( "crosshair/crosshair", TEXTURE_GROUP_OTHER );
static auto pCrosshairHitMaterial = materials->FindMaterial( "crosshair/crosshair_hit", TEXTURE_GROUP_OTHER );
CMatRenderContextPtr pRenderContext( materials );
CMaterialReference refCrosshair;
refCrosshair.Init( pCrosshairMaterial );
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
pRenderContext->DrawScreenSpaceRectangle( refCrosshair,
nViewportWidth / 2
- pCrosshairMaterial->GetMappingWidth() / 2,
nViewportHeight / 2
- pCrosshairMaterial->GetMappingHeight() / 2,
pCrosshairMaterial->GetMappingWidth(),
pCrosshairMaterial->GetMappingHeight(),
nViewportX,
nViewportY,
nViewportX + nViewportWidth - 1,
nViewportY + nViewportHeight - 1,
nViewportWidth,
nViewportHeight );
static float flDisplayCurrentTime = 0.0f;
static float flDisplayTime = 1.0F;
if ( pPlayer->m_bHasHitPlayer )
{
flDisplayCurrentTime = gpGlobals->curtime + flDisplayTime;
pPlayer->m_bHasHitPlayer = false;
}
if ( flDisplayCurrentTime >= gpGlobals->curtime && pCrosshairHitMaterial )
{
float flAlpha = ( flDisplayCurrentTime - gpGlobals->curtime ) / flDisplayTime;
CMaterialReference refCrosshairHit;
refCrosshairHit.Init( pCrosshairHitMaterial );
refCrosshairHit->AlphaModulate( flAlpha );
pRenderContext->DrawScreenSpaceRectangle( refCrosshairHit,
nViewportWidth / 2
- pCrosshairHitMaterial->GetMappingWidth() / 2,
nViewportHeight / 2
- pCrosshairHitMaterial->GetMappingHeight() / 2,
pCrosshairHitMaterial->GetMappingWidth(),
pCrosshairHitMaterial->GetMappingHeight(),
nViewportX,
nViewportY,
nViewportX + nViewportWidth - 1,
nViewportY + nViewportHeight - 1,
nViewportWidth,
nViewportHeight );
}
}
else
{ {
// draw horizontal crosshair lines // draw horizontal crosshair lines
int iInnerLeft = iCenterX - iCrosshairDistance - iBarThickness / 2; int iInnerLeft = iCenterX - iCrosshairDistance - iBarThickness / 2;
@ -1243,34 +1313,37 @@ void CWeaponCSBase::DefaultTouch(CBaseEntity *pOther)
if ( flDisplayCurrentTime >= gpGlobals->curtime ) if ( flDisplayCurrentTime >= gpGlobals->curtime )
{ {
float flAlpha = ( flDisplayCurrentTime - gpGlobals->curtime ) / flDisplayTime; float flAlpha = ( flDisplayCurrentTime - gpGlobals->curtime ) / flDisplayTime;
int tocenter = 10; int tocenter = 15;
int initpos = 16; int initpos = 25;
initpos += iCrosshairDistance * 2; initpos += iBarSize * 2;
tocenter += iCrosshairDistance * 2; tocenter += iBarSize * 2;
float oldAlphaMultiplier = vgui::surface()->DrawGetAlphaMultiplier(); float oldAlphaMultiplier = vgui::surface()->DrawGetAlphaMultiplier();
vgui::surface()->DrawSetColor( r, g, b, int(flAlpha * 255.0f) ); vgui::surface()->DrawSetColor( r, g, b, int( flAlpha * 255.0f ) );
for ( int i = -2; i < 2; i++ ) for ( int i = -1; i < 2; i++ )
{ {
vgui::surface()->DrawLine( iCenterX - initpos - i, tocenter += i;
iCenterY - initpos - i, initpos += i;
iCenterX - tocenter - i, vgui::surface()->DrawLine( iCenterX - initpos,
iCenterY - tocenter - i ); iCenterY - initpos,
vgui::surface()->DrawLine( iCenterX + initpos + i, iCenterX - tocenter,
iCenterY + initpos + i, iCenterY - tocenter );
iCenterX + tocenter + i, vgui::surface()->DrawLine( iCenterX + initpos,
iCenterY + tocenter + i ); iCenterY + initpos,
vgui::surface()->DrawLine( iCenterX + initpos + i, iCenterX + tocenter,
iCenterY - initpos - i, iCenterY + tocenter );
iCenterX + tocenter + i, vgui::surface()->DrawLine( iCenterX - initpos,
iCenterY - tocenter - i ); iCenterY + initpos,
vgui::surface()->DrawLine( iCenterX - initpos - i, iCenterX - tocenter,
iCenterY + initpos + i, iCenterY + tocenter );
iCenterX - tocenter - i, vgui::surface()->DrawLine( iCenterX + initpos,
iCenterY + tocenter + i ); iCenterY - initpos,
iCenterX + tocenter,
iCenterY - tocenter );
}
} }
} }
} }