mirror of
https://github.com/nillerusr/source-engine.git
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307 lines
8.6 KiB
C++
307 lines
8.6 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hud_crosshair.h"
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#include "iclientmode.h"
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#include "view.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/ISurface.h"
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#include "ivrenderview.h"
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#include "materialsystem/imaterialsystem.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "client_virtualreality.h"
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#include "sourcevr/isourcevirtualreality.h"
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#ifdef SIXENSE
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#include "sixense/in_sixense.h"
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#endif
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#ifdef PORTAL
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#include "c_portal_player.h"
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#endif // PORTAL
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE );
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ConVar cl_observercrosshair( "cl_observercrosshair", "1", FCVAR_ARCHIVE );
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using namespace vgui;
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int ScreenTransform( const Vector& point, Vector& screen );
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#ifdef TF_CLIENT_DLL
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// If running TF, we use CHudTFCrosshair instead (which is derived from CHudCrosshair)
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#else
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DECLARE_HUDELEMENT( CHudCrosshair );
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#endif
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CHudCrosshair::CHudCrosshair( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudCrosshair" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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m_pCrosshair = 0;
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m_clrCrosshair = Color( 0, 0, 0, 0 );
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m_vecCrossHairOffsetAngle.Init();
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SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR );
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}
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CHudCrosshair::~CHudCrosshair()
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{
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}
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void CHudCrosshair::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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m_pDefaultCrosshair = gHUD.GetIcon("crosshair_default");
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SetPaintBackgroundEnabled( false );
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SetSize( ScreenWidth(), ScreenHeight() );
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SetForceStereoRenderToFrameBuffer( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Save CPU cycles by letting the HUD system early cull
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// costly traversal. Called per frame, return true if thinking and
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// painting need to occur.
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//-----------------------------------------------------------------------------
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bool CHudCrosshair::ShouldDraw( void )
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{
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bool bNeedsDraw;
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if ( m_bHideCrosshair )
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return false;
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return false;
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C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
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if ( pWeapon && !pWeapon->ShouldDrawCrosshair() )
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return false;
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#ifdef PORTAL
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C_Portal_Player *portalPlayer = ToPortalPlayer(pPlayer);
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if ( portalPlayer && portalPlayer->IsSuppressingCrosshair() )
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return false;
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#endif // PORTAL
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/* disabled to avoid assuming it's an HL2 player.
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// suppress crosshair in zoom.
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if ( pPlayer->m_HL2Local.m_bZooming )
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return false;
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*/
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// draw a crosshair only if alive or spectating in eye
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if ( IsX360() )
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{
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bNeedsDraw = m_pCrosshair &&
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!engine->IsDrawingLoadingImage() &&
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!engine->IsPaused() &&
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( !pPlayer->IsSuitEquipped() || g_pGameRules->IsMultiplayer() ) &&
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g_pClientMode->ShouldDrawCrosshair() &&
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!( pPlayer->GetFlags() & FL_FROZEN ) &&
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( pPlayer->entindex() == render->GetViewEntity() ) &&
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( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
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}
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else
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{
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bNeedsDraw = m_pCrosshair &&
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crosshair.GetInt() &&
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!engine->IsDrawingLoadingImage() &&
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!engine->IsPaused() &&
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g_pClientMode->ShouldDrawCrosshair() &&
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!( pPlayer->GetFlags() & FL_FROZEN ) &&
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( pPlayer->entindex() == render->GetViewEntity() ) &&
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!pPlayer->IsInVGuiInputMode() &&
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( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
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}
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return ( bNeedsDraw && CHudElement::ShouldDraw() );
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}
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#ifdef TF_CLIENT_DLL
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extern ConVar cl_crosshair_red;
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extern ConVar cl_crosshair_green;
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extern ConVar cl_crosshair_blue;
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extern ConVar cl_crosshair_scale;
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#endif
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void CHudCrosshair::GetDrawPosition ( float *pX, float *pY, bool *pbBehindCamera, QAngle angleCrosshairOffset )
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{
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QAngle curViewAngles = CurrentViewAngles();
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Vector curViewOrigin = CurrentViewOrigin();
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int vx, vy, vw, vh;
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vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh );
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float screenWidth = vw;
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float screenHeight = vh;
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float x = screenWidth / 2;
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float y = screenHeight / 2;
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bool bBehindCamera = false;
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( ( pPlayer != NULL ) && ( pPlayer->GetObserverMode()==OBS_MODE_NONE ) )
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{
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bool bUseOffset = false;
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Vector vecStart;
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Vector vecEnd;
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if ( UseVR() )
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{
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// These are the correct values to use, but they lag the high-speed view data...
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vecStart = pPlayer->Weapon_ShootPosition();
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Vector vecAimDirection = pPlayer->GetAutoaimVector( 1.0f );
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// ...so in some aim modes, they get zapped by something completely up-to-date.
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g_ClientVirtualReality.OverrideWeaponHudAimVectors ( &vecStart, &vecAimDirection );
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vecEnd = vecStart + vecAimDirection * MAX_TRACE_LENGTH;
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bUseOffset = true;
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}
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#ifdef SIXENSE
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// TODO: actually test this Sixsense code interaction with things like HMDs & stereo.
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if ( g_pSixenseInput->IsEnabled() && !UseVR() )
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{
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// Never autoaim a predicted weapon (for now)
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vecStart = pPlayer->Weapon_ShootPosition();
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Vector aimVector;
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AngleVectors( CurrentViewAngles() - g_pSixenseInput->GetViewAngleOffset(), &aimVector );
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// calculate where the bullet would go so we can draw the cross appropriately
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vecEnd = vecStart + aimVector * MAX_TRACE_LENGTH;
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bUseOffset = true;
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}
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#endif
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if ( bUseOffset )
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{
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trace_t tr;
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UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
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Vector screen;
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screen.Init();
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bBehindCamera = ScreenTransform(tr.endpos, screen) != 0;
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x = 0.5f * ( 1.0f + screen[0] ) * screenWidth + 0.5f;
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y = 0.5f * ( 1.0f - screen[1] ) * screenHeight + 0.5f;
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}
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}
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// MattB - angleCrosshairOffset is the autoaim angle.
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// if we're not using autoaim, just draw in the middle of the
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// screen
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if ( angleCrosshairOffset != vec3_angle )
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{
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QAngle angles;
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Vector forward;
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Vector point, screen;
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// this code is wrong
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angles = curViewAngles + angleCrosshairOffset;
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AngleVectors( angles, &forward );
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VectorAdd( curViewOrigin, forward, point );
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ScreenTransform( point, screen );
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x += 0.5f * screen[0] * screenWidth + 0.5f;
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y += 0.5f * screen[1] * screenHeight + 0.5f;
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}
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*pX = x;
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*pY = y;
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*pbBehindCamera = bBehindCamera;
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}
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void CHudCrosshair::Paint( void )
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{
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if ( !m_pCrosshair )
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return;
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if ( !IsCurrentViewAccessAllowed() )
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return;
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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float x, y;
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bool bBehindCamera;
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GetDrawPosition ( &x, &y, &bBehindCamera, m_vecCrossHairOffsetAngle );
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if( bBehindCamera )
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return;
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float flWeaponScale = 1.f;
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int iTextureW = m_pCrosshair->Width();
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int iTextureH = m_pCrosshair->Height();
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C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
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if ( pWeapon )
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{
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pWeapon->GetWeaponCrosshairScale( flWeaponScale );
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}
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float flPlayerScale = 1.0f;
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#ifdef TF_CLIENT_DLL
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Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
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flPlayerScale = cl_crosshair_scale.GetFloat() / 32.0f; // the player can change the scale in the options/multiplayer tab
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#else
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Color clr = m_clrCrosshair;
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#endif
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float flWidth = flWeaponScale * flPlayerScale * (float)iTextureW;
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float flHeight = flWeaponScale * flPlayerScale * (float)iTextureH;
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int iWidth = (int)( flWidth + 0.5f );
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int iHeight = (int)( flHeight + 0.5f );
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int iX = (int)( x + 0.5f );
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int iY = (int)( y + 0.5f );
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m_pCrosshair->DrawSelfCropped (
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iX-(iWidth/2), iY-(iHeight/2),
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0, 0,
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iTextureW, iTextureH,
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iWidth, iHeight,
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clr );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudCrosshair::SetCrosshairAngle( const QAngle& angle )
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{
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VectorCopy( angle, m_vecCrossHairOffsetAngle );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudCrosshair::SetCrosshair( CHudTexture *texture, const Color& clr )
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{
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m_pCrosshair = texture;
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m_clrCrosshair = clr;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Resets the crosshair back to the default
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//-----------------------------------------------------------------------------
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void CHudCrosshair::ResetCrosshair()
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{
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SetCrosshair( m_pDefaultCrosshair, Color(255, 255, 255, 255) );
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}
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