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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "stdio.h"
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#include "stdlib.h"
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#include "math.h"
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include <string.h>
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#include "triangleapi.h"
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#include "pm_shared.h"
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#include "pm_defs.h"
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#include "pmtrace.h"
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extern bool bDrawScope;
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extern vec3_t v_origin; // last view origin
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extern vec3_t v_angles; // last view angle
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extern vec3_t v_cl_angles; // last client/mouse angle
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extern vec3_t v_sim_org; // last sim origin
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int CHudScope::DrawScope()
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{
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if( !bDrawScope )
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return 1;
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if (!m_hSprite)
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m_hSprite = SPR_Load("sprites/scopeborder.spr");
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int halfScopeHeight = ScreenHeight / 2;
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int halfScopeWidth = halfScopeHeight;
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int x, y;
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struct model_s* hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer(m_hSprite);
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gEngfuncs.pTriAPI->RenderMode(kRenderTransTexture); //additive
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//
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// Top left Half scope.
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//
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x = ScreenWidth / 2 - halfScopeWidth;
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y = 0;
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gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 0);
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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gEngfuncs.pTriAPI->Begin(TRI_QUADS);
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//top left
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gEngfuncs.pTriAPI->TexCoord2f(0.3f, 0.3f); // 0 0
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gEngfuncs.pTriAPI->Vertex3f(x, y, 0);
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//bottom left
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gEngfuncs.pTriAPI->TexCoord2f(0.3f, 1.0f); // 0 1
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gEngfuncs.pTriAPI->Vertex3f(x, y + halfScopeHeight, 0);
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//bottom right
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); // 1 1
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gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y + halfScopeHeight, 0);
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//top right
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.3f); // 1 0
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gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y, 0);
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gEngfuncs.pTriAPI->End();
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//
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// Top right Half scope.
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//
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x = ScreenWidth / 2;
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y = 0;
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gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 1);
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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gEngfuncs.pTriAPI->Begin(TRI_QUADS);
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//top left
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.3f);
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gEngfuncs.pTriAPI->Vertex3f(x, y, 0);
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//bottom left
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f);
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gEngfuncs.pTriAPI->Vertex3f(x, y + halfScopeHeight, 0);
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//bottom right
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gEngfuncs.pTriAPI->TexCoord2f(0.7f, 1.0f);
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gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y + halfScopeHeight, 0);
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//top right
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gEngfuncs.pTriAPI->TexCoord2f(0.7f, 0.3f);
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gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y, 0);
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gEngfuncs.pTriAPI->End();
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//
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// Bottom left Half scope.
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//
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x = ScreenWidth / 2 - halfScopeWidth;
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y = ScreenHeight / 2;
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gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 2);
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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gEngfuncs.pTriAPI->Begin(TRI_QUADS);
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//top left
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gEngfuncs.pTriAPI->TexCoord2f(0.3f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(x, y, 0);
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//bottom left
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gEngfuncs.pTriAPI->TexCoord2f(0.3f, 0.7f);
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gEngfuncs.pTriAPI->Vertex3f(x, y + halfScopeHeight, 0);
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//bottom right
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.7f);
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gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y + halfScopeHeight, 0);
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//top right
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y, 0);
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gEngfuncs.pTriAPI->End();
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//
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// Bottom right Half scope.
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//
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x = ScreenWidth / 2;
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y = ScreenHeight / 2;
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gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 3);
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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gEngfuncs.pTriAPI->Begin(TRI_QUADS);
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//top left
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(x, y, 0);
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//bottom left
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.7f);
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gEngfuncs.pTriAPI->Vertex3f(x, y + halfScopeHeight, 0);
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//bottom right
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gEngfuncs.pTriAPI->TexCoord2f(0.7f, 0.7f);
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gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y + halfScopeHeight, 0);
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//top right
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gEngfuncs.pTriAPI->TexCoord2f(0.7f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(x + halfScopeWidth, y, 0);
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gEngfuncs.pTriAPI->End();
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gEngfuncs.pTriAPI->RenderMode(kRenderNormal); // normal
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gEngfuncs.pTriAPI->Color4f(1.0, 0.0, 0.0, 1.0);
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int w = ScreenWidth / 2 - halfScopeWidth + 5;
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//
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// Left black bar
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//
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gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 0);
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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gEngfuncs.pTriAPI->Begin(TRI_QUADS);
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//top left
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(0, 0, 0);
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//bottom left
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f);
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gEngfuncs.pTriAPI->Vertex3f(0, ScreenHeight, 0);
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//bottom right
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f);
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gEngfuncs.pTriAPI->Vertex3f(w, ScreenHeight, 0);
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//top right
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(w, 0, 0);
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gEngfuncs.pTriAPI->End();
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x = ScreenWidth / 2 + halfScopeWidth - 5;
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//
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// Right black bar
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//
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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gEngfuncs.pTriAPI->Begin(TRI_QUADS);
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gEngfuncs.pTriAPI->Color4f(0.0, 1.0, 0.0, 1.0);
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//top left
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(x, 0, 0);
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//bottom left
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f);
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gEngfuncs.pTriAPI->Vertex3f(x, ScreenHeight, 0);
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//bottom right
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f);
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gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, ScreenHeight, 0);
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//top right
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, 0, 0);
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gEngfuncs.pTriAPI->End();
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gEngfuncs.pTriAPI->RenderMode(kRenderNormal); //return to normal
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vec3_t forward;
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AngleVectors(v_angles, forward, NULL, NULL);
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VectorScale(forward, 1024, forward);
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VectorAdd(forward, v_origin, forward);
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pmtrace_t * trace = gEngfuncs.PM_TraceLine(v_origin, forward, PM_TRACELINE_PHYSENTSONLY, 2, -1);
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float dist = (trace->endpos - v_origin).Length();
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float meters = dist * 0.021527f; // Convert hammer units to meters.
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char szDistance[16];
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sprintf(szDistance, "%.2f m", meters);
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int len = strlen(szDistance);
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int x1, y1;
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x = ScreenWidth / 2 + ((float)halfScopeWidth * 0.7f);
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y = ScreenHeight / 2 - ((float)halfScopeHeight * 0.0625f);
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x1 = x + 1;
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y1 = y + 1;
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char c;
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int i;
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int r, g, b;
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r = g = b = 15;
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for (i = 0; i < len; i++)
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{
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TextMessageDrawChar(x1, y1, szDistance[i], r, g, b);
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c = szDistance[i];
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x1 += gHUD.m_scrinfo.charWidths[c];
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}
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r = 255;
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g = b = 0;
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for (i = 0; i < len; i++)
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{
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TextMessageDrawChar(x, y, szDistance[i], r, g, b);
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c = szDistance[i];
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x += gHUD.m_scrinfo.charWidths[c];
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}
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// gEngfuncs.Con_Printf("CMLWBR trace distance: %.3f\n", meters);
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return 1;
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}
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