port: simplify sight color code a bit

This commit is contained in:
fgsfds committed 2023-12-22 12:32:13 +01:00
1 parent a82ac025da
commit a7ab358b43
1 file changed
+13 -62
+13 -62
View File
@@ -23,6 +23,8 @@
#include <math.h> #include <math.h>
#include "video.h" #include "video.h"
#define SIGHT_COLOUR PLAYER_EXTCFG().crosshaircolour
static inline f32 sightGetScaleX(void) static inline f32 sightGetScaleX(void)
{ {
return (videoGetAspect() / SCREEN_ASPECT); return (videoGetAspect() / SCREEN_ASPECT);
@@ -36,6 +38,7 @@ static inline s32 sightGetAdjustedX(const f32 x)
#else #else
#define SIGHT_COLOUR 0x00ff0028
#define sightGetScaleX() 1.f #define sightGetScaleX() 1.f
#define sightGetAdjustedX(x) (x) #define sightGetAdjustedX(x) (x)
@@ -459,11 +462,7 @@ Gfx *sightDrawAimer(Gfx *gdl, s32 x, s32 y, s32 radius, s32 cornergap, u32 colou
s32 viewright = viewleft + viewwidth - 1; s32 viewright = viewleft + viewwidth - 1;
s32 viewbottom = viewtop + viewheight - 1; s32 viewbottom = viewtop + viewheight - 1;
#ifndef PLATFORM_N64 gdl = textSetPrimColour(gdl, SIGHT_COLOUR);
gdl = textSetPrimColour(gdl, PLAYER_EXTCFG().crosshaircolour);
#else
gdl = textSetPrimColour(gdl, 0x00ff0028);
#endif
#ifndef PLATFORM_N64 #ifndef PLATFORM_N64
x = sightGetAdjustedX(x); x = sightGetAdjustedX(x);
@@ -623,11 +622,7 @@ Gfx *sightDrawDelayedAimer(Gfx *gdl, s32 x, s32 y, s32 radius, s32 cornergap, u3
boxx = xpos; boxx = xpos;
boxy = ypos; boxy = ypos;
#ifndef PLATFORM_N64 gdl = textSetPrimColour(gdl, SIGHT_COLOUR);
gdl = textSetPrimColour(gdl, PLAYER_EXTCFG().crosshaircolour);
#else
gdl = textSetPrimColour(gdl, 0x00ff0028);
#endif
// Fill a 3x3 box at the live crosshair // Fill a 3x3 box at the live crosshair
gDPHudRectangle(gdl++, x - 1, y - 1, x + 1, y - 1); gDPHudRectangle(gdl++, x - 1, y - 1, x + 1, y - 1);
@@ -685,13 +680,7 @@ Gfx *sightDrawDefault(Gfx *gdl, bool sighton)
// SIGHTTRACKTYPE_NONE is used for unarmed, but this appears to be // SIGHTTRACKTYPE_NONE is used for unarmed, but this appears to be
// unreachable. The aimer is never drawn when unarmed. // unreachable. The aimer is never drawn when unarmed.
if (sighton) { if (sighton) {
colour = SIGHT_COLOUR;
#ifndef PLATFORM_N64
colour = PLAYER_EXTCFG().crosshaircolour;
#else
colour = 0x00ff0028;
#endif
radius = 8; radius = 8;
cornergap = 5; cornergap = 5;
gdl = sightDrawAimer(gdl, x, y, radius, cornergap, colour); gdl = sightDrawAimer(gdl, x, y, radius, cornergap, colour);
@@ -701,13 +690,7 @@ Gfx *sightDrawDefault(Gfx *gdl, bool sighton)
// For most guns, render the aimer if holding R // For most guns, render the aimer if holding R
if (sighton) { if (sighton) {
if (g_Vars.currentplayer->lookingatprop.prop == NULL) { if (g_Vars.currentplayer->lookingatprop.prop == NULL) {
colour = SIGHT_COLOUR;
#ifndef PLATFORM_N64
colour = PLAYER_EXTCFG().crosshaircolour;
#else
colour = 0x00ff0028;
#endif
radius = 8; radius = 8;
cornergap = 5; cornergap = 5;
} else { } else {
@@ -736,13 +719,7 @@ Gfx *sightDrawDefault(Gfx *gdl, bool sighton)
s32 texty; s32 texty;
if (g_Vars.currentplayer->lookingatprop.prop == NULL) { if (g_Vars.currentplayer->lookingatprop.prop == NULL) {
colour = SIGHT_COLOUR;
#ifndef PLATFORM_N64
colour = PLAYER_EXTCFG().crosshaircolour;
#else
colour = 0x00ff0028;
#endif
radius = 8; radius = 8;
cornergap = 5; cornergap = 5;
} else { } else {
@@ -787,13 +764,7 @@ Gfx *sightDrawDefault(Gfx *gdl, bool sighton)
if (sighton) { if (sighton) {
if (g_Vars.currentplayer->lookingatprop.prop == NULL) { if (g_Vars.currentplayer->lookingatprop.prop == NULL) {
colour = SIGHT_COLOUR;
#ifndef PLATFORM_N64
colour = PLAYER_EXTCFG().crosshaircolour;
#else
colour = 0x00ff0028;
#endif
radius = 8; radius = 8;
cornergap = 5; cornergap = 5;
} else { } else {
@@ -864,13 +835,7 @@ Gfx *sightDrawDefault(Gfx *gdl, bool sighton)
if (sighton) { if (sighton) {
if (g_Vars.currentplayer->lookingatprop.prop == NULL) { if (g_Vars.currentplayer->lookingatprop.prop == NULL) {
colour = SIGHT_COLOUR;
#ifndef PLATFORM_N64
colour = PLAYER_EXTCFG().crosshaircolour;
#else
colour = 0x00ff0028;
#endif
radius = 8; radius = 8;
cornergap = 5; cornergap = 5;
} else { } else {
@@ -1290,12 +1255,7 @@ Gfx *sightDrawZoom(Gfx *gdl, bool sighton)
if (showzoomrange) { if (showzoomrange) {
gdl = text0f153628(gdl); gdl = text0f153628(gdl);
gdl = textSetPrimColour(gdl, SIGHT_COLOUR);
#ifndef PLATFORM_N64
gdl = textSetPrimColour(gdl, PLAYER_EXTCFG().crosshaircolour);
#else
gdl = textSetPrimColour(gdl, 0x00ff0028);
#endif
if (frac < 0.2f) { if (frac < 0.2f) {
cornerwidth *= 0.2f; cornerwidth *= 0.2f;
@@ -1479,12 +1439,7 @@ Gfx *sightDrawMaian(Gfx *gdl, bool sighton)
gSPTri4(gdl++, 0, 4, 5, 5, 3, 6, 7, 6, 1, 4, 7, 2); gSPTri4(gdl++, 0, 4, 5, 5, 3, 6, 7, 6, 1, 4, 7, 2);
gdl = func0f0d49c8(gdl); gdl = func0f0d49c8(gdl);
gdl = textSetPrimColour(gdl, SIGHT_COLOUR);
#ifndef PLATFORM_N64
gdl = textSetPrimColour(gdl, PLAYER_EXTCFG().crosshaircolour);
#else
gdl = textSetPrimColour(gdl, 0x00ff0028);
#endif
// Draw border over inner points // Draw border over inner points
gDPHudRectangle(gdl++, x - 4, y - 4, x - 4, y + 4); // left gDPHudRectangle(gdl++, x - 4, y - 4, x - 4, y + 4); // left
@@ -1512,11 +1467,7 @@ Gfx *sightDrawTarget(Gfx *gdl)
mainOverrideVariable("sout", &var80070f9c); mainOverrideVariable("sout", &var80070f9c);
mainOverrideVariable("sin", &var80070fa0); mainOverrideVariable("sin", &var80070fa0);
#ifndef PLATFORM_N64 gdl = textSetPrimColour(gdl, SIGHT_COLOUR);
gdl = textSetPrimColour(gdl, PLAYER_EXTCFG().crosshaircolour);
#else
gdl = textSetPrimColour(gdl, 0x00ff0028);
#endif
#ifndef PLATFORM_N64 #ifndef PLATFORM_N64
gSPSetExtraGeometryModeEXT(gdl++, G_ASPECT_CENTER_EXT); gSPSetExtraGeometryModeEXT(gdl++, G_ASPECT_CENTER_EXT);