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Searched refs:cg_drawCrosshair (Results 1 – 25 of 30) sorted by relevance

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/dports/games/iortcw/iortcw-1.51c/MP/code/cgame/
H A Dcg_draw.c1793 …if ( cg_drawCrosshair.integer < 0 ) { //----(SA) moved down so it doesn't keep the scoped weaps fr… in CG_DrawCrosshair()
1827 hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ]; in CG_DrawCrosshair()
1848 if ( cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] ) { in CG_DrawCrosshair()
1858 … ( ( SCREEN_HEIGHT - h ) * 0.5f ) + y, w, h, cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM… in CG_DrawCrosshair()
1861 w, h, 0, 0, 1, 1, cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] ); in CG_DrawCrosshair()
1868 w, h, 0, 0, 1, 1, cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] ); in CG_DrawCrosshair()
1949 …if ( cg_drawCrosshair.integer < 0 ) { //----(SA) moved down so it doesn't keep the scoped weaps fr… in CG_DrawCrosshair3D()
1964 hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ]; in CG_DrawCrosshair3D()
2000 if ( cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ] ) { in CG_DrawCrosshair3D()
2001 ent.customShader = cg.crosshairShaderAlt[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ]; in CG_DrawCrosshair3D()
[all …]
H A Dcg_main.c120 vmCvar_t cg_drawCrosshair; variable
328 { &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE },
/dports/games/openjk/OpenJK-07675e2/codemp/ui/
H A Dui_xcvar.h37 XCVAR_DEF( cg_drawCrosshair, "1", NULL, CVAR_ARCHIVE )
/dports/games/ioquake3/ioquake3-1.36/code/cgame/
H A Dcg_draw.c1873 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshair()
1909 ca = cg_drawCrosshair.integer; in CG_DrawCrosshair()
1938 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshair3D()
1960 ca = cg_drawCrosshair.integer; in CG_DrawCrosshair3D()
2044 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshairNames()
H A Dcg_main.c108 vmCvar_t cg_drawCrosshair; variable
224 { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
H A Dcg_local.h1097 extern vmCvar_t cg_drawCrosshair;
/dports/games/ioquake3-server/ioquake3-1.36/code/cgame/
H A Dcg_draw.c1873 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshair()
1909 ca = cg_drawCrosshair.integer; in CG_DrawCrosshair()
1938 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshair3D()
1960 ca = cg_drawCrosshair.integer; in CG_DrawCrosshair3D()
2044 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshairNames()
H A Dcg_main.c108 vmCvar_t cg_drawCrosshair; variable
224 { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
H A Dcg_local.h1097 extern vmCvar_t cg_drawCrosshair;
/dports/games/evq3/evq3/code/cgame/
H A Dcg_draw.c1873 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshair()
1909 ca = cg_drawCrosshair.integer; in CG_DrawCrosshair()
1938 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshair3D()
1960 ca = cg_drawCrosshair.integer; in CG_DrawCrosshair3D()
2044 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshairNames()
H A Dcg_main.c108 vmCvar_t cg_drawCrosshair; variable
224 { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
H A Dcg_local.h1097 extern vmCvar_t cg_drawCrosshair;
/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/cgame/
H A Dcg_draw.c1873 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshair()
1909 ca = cg_drawCrosshair.integer; in CG_DrawCrosshair()
1938 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshair3D()
1960 ca = cg_drawCrosshair.integer; in CG_DrawCrosshair3D()
2044 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshairNames()
H A Dcg_main.c108 vmCvar_t cg_drawCrosshair; variable
224 { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
H A Dcg_local.h1097 extern vmCvar_t cg_drawCrosshair;
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dcg_xcvar.h59 XCVAR_DEF( cg_drawCrosshair, "1", NULL, CVAR_ARCHIVE )
/dports/games/iortcw/iortcw-1.51c/SP/code/cgame/
H A Dcg_draw.c2461 …if ( !cg_drawCrosshair.integer ) { //----(SA) moved down so it doesn't keep the scoped weaps from … in CG_DrawCrosshair()
2505 hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ]; in CG_DrawCrosshair()
2645 …if ( !cg_drawCrosshair.integer ) { //----(SA) moved down so it doesn't keep the scoped weaps from … in CG_DrawCrosshair3D()
2674 hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ]; in CG_DrawCrosshair3D()
2846 if ( !cg_drawCrosshair.integer ) { in CG_DrawCrosshairNames()
H A Dcg_main.c118 vmCvar_t cg_drawCrosshair; variable
324 { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/cgame/
H A Dcg_main.c129 vmCvar_t cg_drawCrosshair; variable
270 { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
H A Dcg_draw.c2425 if( !cg_drawCrosshair.integer ) in CG_DrawCrosshair()
2508 if( !cg_drawCrosshair.integer ) in CG_DrawCrosshairNames()
/dports/games/openjk/OpenJK-07675e2/codeJK2/cgame/
H A Dcg_draw.cpp1327 if ( !cg_drawCrosshair.integer ) in CG_DrawCrosshair()
1529 hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ]; in CG_DrawCrosshair()
H A Dcg_local.h562 extern vmCvar_t cg_drawCrosshair;
H A Dcg_main.cpp249 vmCvar_t cg_drawCrosshair; variable
355 { &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE },
/dports/games/openjk/OpenJK-07675e2/code/cgame/
H A Dcg_local.h578 extern vmCvar_t cg_drawCrosshair;
H A Dcg_main.cpp254 vmCvar_t cg_drawCrosshair; variable
370 { &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE },

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