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add hl1,portal,dod source code
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@@ -0,0 +1,87 @@
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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 "dod_hud_spec_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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// 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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DECLARE_HUDELEMENT( CHudSpecCrosshair );
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CHudSpecCrosshair::CHudSpecCrosshair( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudSpecCrosshair" )
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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( 255, 255, 255, 255 );
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SetHiddenBits( HIDEHUD_CROSSHAIR );
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}
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void CHudSpecCrosshair::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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m_pCrosshair = gHUD.GetIcon("crosshair_default");
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SetPaintBackgroundEnabled( false );
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}
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void CHudSpecCrosshair::Paint( void )
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{
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if ( !g_pClientMode->ShouldDrawCrosshair() )
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return;
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if ( !m_pCrosshair )
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return;
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if ( engine->IsDrawingLoadingImage() || engine->IsPaused() )
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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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// draw a crosshair only if alive or spectating in eye
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bool shouldDraw = false;
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if ( pPlayer->GetObserverMode() == OBS_MODE_ROAMING /*&& cl_observercrosshair.GetBool()*/ )
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shouldDraw = true;
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if ( !shouldDraw )
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return;
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if ( pPlayer->entindex() != render->GetViewEntity() )
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return;
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float x, y;
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x = ScreenWidth()/2;
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y = ScreenHeight()/2;
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m_pCrosshair->DrawSelf(
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x - 0.5f * m_pCrosshair->Width(),
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y - 0.5f * m_pCrosshair->Height(),
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m_clrCrosshair );
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}
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