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Workflow run approved. |
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Changed the calculations to remove any possible rounding errors. I originally tested at 640x480 but after testing some other resolutions I found it wasn't as consistent as I had hoped, but now with this change it's correct no matter what resolution is picked. It is now pretty much 1:1 with the PSP refactor. Also addressing 2 points I made in the description:
Restored this 1 pixel shift. I compared some screenshots of mainline COD games (including WaW) and this is where they have their center point (on PC at least).
Changed it to the PSP values so it matches the PSP behaviour. |
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Thanks for the updates. Does this updated logic also more accurately reflect the fired weapon's spread? |
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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