mirror of
https://github.com/nillerusr/source-engine.git
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472 lines
12 KiB
C++
472 lines
12 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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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "iclientmode.h"
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#include "c_basehlplayer.h"
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#include "view_scene.h"
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#include "engine/IEngineSound.h"
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#include "vgui_controls/AnimationController.h"
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#include "vgui_controls/Controls.h"
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#include "vgui_controls/Panel.h"
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#include "vgui/ISurface.h"
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#include "iviewrender.h"
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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 hud_draw_active_reticle("hud_draw_active_reticle", "0" );
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ConVar hud_draw_fixed_reticle("hud_draw_fixed_reticle", "0", FCVAR_ARCHIVE );
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ConVar hud_autoaim_scale_icon( "hud_autoaim_scale_icon", "0" );
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ConVar hud_autoaim_method( "hud_autoaim_method", "1" );
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ConVar hud_reticle_scale("hud_reticle_scale", "1.0" );
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ConVar hud_reticle_minalpha( "hud_reticle_minalpha", "125" );
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ConVar hud_reticle_maxalpha( "hud_reticle_maxalpha", "255" );
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ConVar hud_alpha_speed("hud_reticle_alpha_speed", "700" );
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ConVar hud_magnetism("hud_magnetism", "0.3" );
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enum
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{
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AUTOAIM_METHOD_RETICLE = 1,
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AUTOAIM_METHOD_DRIFT,
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};
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using namespace vgui;
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class CHUDAutoAim : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHUDAutoAim, vgui::Panel );
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public:
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CHUDAutoAim( const char *pElementName );
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virtual ~CHUDAutoAim( void );
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void ApplySchemeSettings( IScheme *scheme );
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void Init( void );
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void VidInit( void );
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bool ShouldDraw( void );
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virtual void OnThink();
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virtual void Paint();
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private:
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void ResetAlpha() { m_alpha = 0; }
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void ResetScale() { m_scale = 1.0f; }
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void ResetPosition()
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{
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m_vecPos.x = ScreenWidth() / 2;
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m_vecPos.y = ScreenHeight() / 2;
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m_vecPos.z = 0;
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}
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Vector m_vecPos;
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float m_alpha;
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float m_scale;
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float m_alphaFixed; // alpha value for the fixed element.
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int m_textureID_ActiveReticle;
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int m_textureID_FixedReticle;
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};
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DECLARE_HUDELEMENT( CHUDAutoAim );
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CHUDAutoAim::CHUDAutoAim( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HUDAutoAim" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_CROSSHAIR );
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m_textureID_ActiveReticle = -1;
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m_textureID_FixedReticle = -1;
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}
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CHUDAutoAim::~CHUDAutoAim( void )
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{
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if ( vgui::surface() )
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{
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if ( m_textureID_ActiveReticle != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_ActiveReticle );
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m_textureID_ActiveReticle = -1;
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}
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if ( m_textureID_FixedReticle != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_FixedReticle );
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m_textureID_FixedReticle = -1;
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}
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}
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}
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void CHUDAutoAim::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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SetPaintBackgroundEnabled( false );
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}
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void CHUDAutoAim::Init( void )
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{
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ResetPosition();
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ResetAlpha();
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ResetScale();
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}
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void CHUDAutoAim::VidInit( void )
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{
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SetAlpha( 255 );
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Init();
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if ( m_textureID_ActiveReticle == -1 )
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{
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m_textureID_ActiveReticle = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_ActiveReticle, "vgui/hud/autoaim", true, false );
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}
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if ( m_textureID_FixedReticle == -1 )
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{
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m_textureID_FixedReticle = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_FixedReticle, "vgui/hud/xbox_reticle", true, false );
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}
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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 CHUDAutoAim::ShouldDraw( void )
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{
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#ifndef HL1_CLIENT_DLL
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C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( pLocalPlayer )
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{
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if( !pLocalPlayer->m_HL2Local.m_bDisplayReticle )
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{
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return false;
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}
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}
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#endif
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return ( (hud_draw_fixed_reticle.GetBool() || hud_draw_active_reticle.GetBool()) && CHudElement::ShouldDraw() && !engine->IsDrawingLoadingImage() );
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}
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#define AUTOAIM_ALPHA_UP_SPEED 1000
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#define AUTOAIM_ALPHA_DOWN_SPEED 300
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#define AUTOAIM_MAX_ALPHA 120
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#define AUTOAIM_MAX_SCALE 1.0f
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#define AUTOAIM_MIN_SCALE 0.5f
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#define AUTOAIM_SCALE_SPEED 10.0f
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#define AUTOAIM_ONTARGET_CROSSHAIR_SPEED (ScreenWidth() / 3) // Can cross the whole screen in 3 seconds.
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#define AUTOAIM_OFFTARGET_CROSSHAIR_SPEED (ScreenWidth() / 4)
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void CHUDAutoAim::OnThink()
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{
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int wide, tall;
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GetSize( wide, tall );
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BaseClass::OnThink();
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// Get the HL2 player
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C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( pLocalPlayer == NULL )
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{
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// Just turn the autoaim crosshair off.
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ResetPosition();
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ResetAlpha();
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ResetScale();
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m_alphaFixed = 0.0f;
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return;
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}
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// Get the autoaim target.
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CBaseEntity *pTarget = pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get();
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// Fixed element stuff
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float flFixedAlphaGoal;
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if( pTarget )
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{
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flFixedAlphaGoal = hud_reticle_maxalpha.GetFloat();
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}
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else
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{
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flFixedAlphaGoal = hud_reticle_minalpha.GetFloat();
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}
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if( pLocalPlayer->m_HL2Local.m_bZooming || pLocalPlayer->m_HL2Local.m_bWeaponLowered )
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{
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flFixedAlphaGoal = 0.0f;
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}
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m_alphaFixed = Approach( flFixedAlphaGoal, m_alphaFixed, (hud_alpha_speed.GetFloat() * gpGlobals->frametime) );
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switch( hud_autoaim_method.GetInt() )
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{
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case AUTOAIM_METHOD_RETICLE:
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{
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if( pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get() && pLocalPlayer->m_HL2Local.m_bStickyAutoAim )
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{
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if( !pLocalPlayer->IsInAVehicle() )
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{
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Vector vecLook;
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pLocalPlayer->EyeVectors( &vecLook, NULL, NULL );
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Vector vecMove = pLocalPlayer->GetAbsVelocity();
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float flSpeed = VectorNormalize( vecMove );
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float flDot = DotProduct( vecLook, vecMove );
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if( flSpeed >= 100 && fabs(flDot) <= 0.707f )
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{
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QAngle viewangles;
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QAngle targetangles;
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QAngle delta;
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engine->GetViewAngles( viewangles );
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Vector vecDir = pLocalPlayer->m_HL2Local.m_vecAutoAimPoint - pLocalPlayer->EyePosition();
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VectorNormalize(vecDir);
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VectorAngles( vecDir, targetangles );
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float magnetism = hud_magnetism.GetFloat();
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delta[0] = ApproachAngle( targetangles[0], viewangles[0], magnetism );
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delta[1] = ApproachAngle( targetangles[1], viewangles[1], magnetism );
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delta[2] = targetangles[2];
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//viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
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engine->SetViewAngles( delta );
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}
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}
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}
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#if 0
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bool doScaling = hud_autoaim_scale_icon.GetBool();
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// These are the X & Y coords of where the crosshair should be. Default to
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// returning to the center of the screen if there is no target.
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int goalx = ScreenWidth() / 2;
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int goaly = ScreenHeight() / 2;
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int goalalpha = 0;
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float goalscale = AUTOAIM_MIN_SCALE;
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float speed = AUTOAIM_OFFTARGET_CROSSHAIR_SPEED;
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if( pTarget )
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{
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// Get the autoaim crosshair onto the target.
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Vector screen;
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// Center the crosshair on the entity.
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if( doScaling )
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{
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// Put the crosshair over the center of the target.
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ScreenTransform( pTarget->WorldSpaceCenter(), screen );
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}
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else
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{
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// Put the crosshair exactly where the player is aiming.
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ScreenTransform( pLocalPlayer->m_HL2Local.m_vecAutoAimPoint, screen );
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}
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// Set Goal Position and speed.
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goalx += 0.5f * screen[0] * ScreenWidth() + 0.5f;
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goaly -= 0.5f * screen[1] * ScreenHeight() + 0.5f;
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speed = AUTOAIM_ONTARGET_CROSSHAIR_SPEED;
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goalalpha = AUTOAIM_MAX_ALPHA;
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if( doScaling )
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{
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// Scale the crosshair to envelope the entity's bounds on screen.
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Vector vecMins, vecMaxs;
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Vector vecScreenMins, vecScreenMaxs;
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// Get mins and maxs in world space
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vecMins = pTarget->GetAbsOrigin() + pTarget->WorldAlignMins();
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vecMaxs = pTarget->GetAbsOrigin() + pTarget->WorldAlignMaxs();
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// Project them to screen
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ScreenTransform( vecMins, vecScreenMins );
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ScreenTransform( vecMaxs, vecScreenMaxs );
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vecScreenMins.y = (ScreenWidth()/2) - 0.5f * vecScreenMins.y * ScreenWidth() + 0.5f;
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vecScreenMaxs.y = (ScreenWidth()/2) - 0.5f * vecScreenMaxs.y * ScreenWidth() + 0.5f;
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float screenSize = vecScreenMins.y - vecScreenMaxs.y;
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// Set goal scale
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goalscale = screenSize / 64.0f; // 64 is the width of the crosshair art.
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}
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else
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{
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goalscale = 1.0f;
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}
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}
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// Now approach the goal, alpha, and scale
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Vector vecGoal( goalx, goaly, 0 );
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Vector vecDir = vecGoal - m_vecPos;
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float flDistRemaining = VectorNormalize( vecDir );
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m_vecPos += vecDir * min(flDistRemaining, (speed * gpGlobals->frametime) );
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// Lerp and Clamp scale
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float scaleDelta = fabs( goalscale - m_scale );
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float scaleMove = MIN( AUTOAIM_SCALE_SPEED * gpGlobals->frametime, scaleDelta );
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if( m_scale < goalscale )
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{
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m_scale += scaleMove;
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}
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else if( m_scale > goalscale )
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{
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m_scale -= scaleMove;
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}
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if( m_scale > AUTOAIM_MAX_SCALE )
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{
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m_scale = AUTOAIM_MAX_SCALE;
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}
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else if( m_scale < AUTOAIM_MIN_SCALE )
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{
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m_scale = AUTOAIM_MIN_SCALE;
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}
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if( goalalpha > m_alpha )
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{
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m_alpha += AUTOAIM_ALPHA_UP_SPEED * gpGlobals->frametime;
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}
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else if( goalalpha < m_alpha )
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{
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m_alpha -= AUTOAIM_ALPHA_DOWN_SPEED * gpGlobals->frametime;
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}
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// Clamp alpha
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if( m_alpha < 0 )
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{
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m_alpha = 0;
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}
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else if( m_alpha > AUTOAIM_MAX_ALPHA )
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{
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m_alpha = AUTOAIM_MAX_ALPHA;
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}
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#endif
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}
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break;
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case AUTOAIM_METHOD_DRIFT:
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{
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if( pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get() )
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{
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QAngle viewangles;
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engine->GetViewAngles( viewangles );
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Vector vecDir = pLocalPlayer->m_HL2Local.m_vecAutoAimPoint - pLocalPlayer->EyePosition();
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VectorNormalize(vecDir);
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VectorAngles( vecDir, viewangles );
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//viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
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engine->SetViewAngles( viewangles );
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}
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}
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break;
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}
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}
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void CHUDAutoAim::Paint()
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{
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if( hud_draw_active_reticle.GetBool() )
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{
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int xCenter = m_vecPos.x;
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int yCenter = m_vecPos.y;
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int width, height;
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float xMod, yMod;
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vgui::surface()->DrawSetTexture( m_textureID_ActiveReticle );
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vgui::surface()->DrawSetColor( 255, 255, 255, m_alpha );
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vgui::surface()->DrawGetTextureSize( m_textureID_ActiveReticle, width, height );
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float uv1 = 0.5f / width, uv2 = 1.0f - uv1;
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vgui::Vertex_t vert[4];
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Vector2D uv11( uv1, uv1 );
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Vector2D uv12( uv1, uv2 );
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Vector2D uv21( uv2, uv1 );
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Vector2D uv22( uv2, uv2 );
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xMod = width;
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yMod = height;
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xMod *= m_scale;
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yMod *= m_scale;
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xMod /= 2;
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yMod /= 2;
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vert[0].Init( Vector2D( xCenter + xMod, yCenter + yMod ), uv21 );
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vert[1].Init( Vector2D( xCenter - xMod, yCenter + yMod ), uv11 );
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vert[2].Init( Vector2D( xCenter - xMod, yCenter - yMod ), uv12 );
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vert[3].Init( Vector2D( xCenter + xMod, yCenter - yMod ), uv22 );
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vgui::surface()->DrawTexturedPolygon( 4, vert );
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}
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if( hud_draw_fixed_reticle.GetBool() )
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{
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int width, height;
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float xMod, yMod;
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vgui::surface()->DrawSetTexture( m_textureID_FixedReticle );
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vgui::surface()->DrawGetTextureSize( m_textureID_FixedReticle, width, height );
|
||
|
|
||
|
int xCenter = ScreenWidth() / 2;
|
||
|
int yCenter = ScreenHeight() / 2;
|
||
|
|
||
|
vgui::Vertex_t vert[4];
|
||
|
|
||
|
Vector2D uv11( 0, 0 );
|
||
|
Vector2D uv12( 0, 1 );
|
||
|
Vector2D uv21( 1, 0 );
|
||
|
Vector2D uv22( 1, 1 );
|
||
|
|
||
|
xMod = width;
|
||
|
yMod = height;
|
||
|
|
||
|
xMod /= 2;
|
||
|
yMod /= 2;
|
||
|
|
||
|
vert[0].Init( Vector2D( xCenter + xMod, yCenter + yMod ), uv21 );
|
||
|
vert[1].Init( Vector2D( xCenter - xMod, yCenter + yMod ), uv11 );
|
||
|
vert[2].Init( Vector2D( xCenter - xMod, yCenter - yMod ), uv12 );
|
||
|
vert[3].Init( Vector2D( xCenter + xMod, yCenter - yMod ), uv22 );
|
||
|
|
||
|
Color clr;
|
||
|
clr = gHUD.m_clrNormal;
|
||
|
int r,g,b,a;
|
||
|
clr.GetColor( r,g,b,a );
|
||
|
|
||
|
C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
|
||
|
if( pLocalPlayer && pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get() )
|
||
|
{
|
||
|
r = 250;
|
||
|
g = 138;
|
||
|
b = 4;
|
||
|
}
|
||
|
|
||
|
clr.SetColor( r,g,b,m_alphaFixed);
|
||
|
|
||
|
vgui::surface()->DrawSetColor( clr );
|
||
|
vgui::surface()->DrawTexturedPolygon( 4, vert );
|
||
|
}
|
||
|
}
|