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Improve crosshair health display #980

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@Calinou Calinou commented Dec 26, 2019

The new implementation has numerous upsides compared to the previous implementation:

  • It indicates the player's health more accurately using a color gradient well-known among FPS players. Health above 100
    is indicated by tinting the crosshair green.
  • It's always visible, even in screenshots. Due to lack of animation, it also avoids hiding the health status on every loop of the animation (since the crosshair became white).

The variable was renamed from crosshairflash to crosshairhealth to reflect the change.

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@qreeves qreeves left a comment

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Changes requested, but I think a larger discussion needs to be done about whether the crosshair should be changing colours like this.

src/game/hud.cpp Show resolved Hide resolved
The new implementation has numerous upsides compared to the
previous implementation:

- It indicates the player's health more accurately using a
  color gradient well-known among FPS players. Health above 100
  is indicated by tinting the crosshair green.
- It's always visible, even in screenshots. Due to lack of animation,
  it also avoids hiding the health status on every
  loop of the animation (since the crosshair became white).

The variable was renamed from `crosshairflash` to `crosshairhealth`
to reflect the change.
@Calinou Calinou force-pushed the improve-crosshair-health-display branch from b5a21ed to 27a2df8 Compare December 29, 2019 16:32
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@q009 q009 left a comment

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I think this is fine, given it's gated behind a variable. So, it's up to each user's decision whether they wish to use this mechanism or not.

@qreeves qreeves self-requested a review June 11, 2022 05:52
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I've looked at this more closely, and my issue with it is that it replaces the flash with the colour completely. I, personally, don't like the crosshair changing colour, which is why this was implemented as a flash instead that only alerts to low health.

Also the variable being used was only renamed in the usage.cfg and not in the source code. I suggest it be a bitwise variable: &1 = flash, &2 = colour. This way you can combine the two effects if you want as well.

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3 participants