CLIENT: Fix crosshair alignment #136
Open
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Description of Changes
Adjusts the standard and grenade crosshair to match the PSP refactor here: nzp-team/vril-engine#100
Compared to before:
I'd guess originally an extra padding of 5 pixels (or one crosshair arm length) was being added, but because it wasn't documented and it isn’t present on PSP I haven't included it but a similar padding could be added back in if preferred.
For the 1 pixel shift, both crosshair positions are valid. This matches PSP exactly, but it can be shifted back if preferred.
The grenade pulse is mostly fixed by changing the cur_spread and crosshair_offset2 values back to what it is on PSP but some extra padding may be required as well.
Visual Sample
Screenshots at 640x480 resolution on Windows:
Lines up with CrossHairWeapon stat here:
quakec/source/shared/weapon_stats.qc
Line 4020 in b98233b
Checklist