Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef HUD_DOD_CROSSHAIR_H
#define HUD_DOD_CROSSHAIR_H
#ifdef _WIN32
#pragma once
#endif
#include "hudelement.h"
#include <vgui_controls/Panel.h>
namespace vgui
{
class IScheme;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudDODCrosshair : public CHudElement, public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CHudDODCrosshair, vgui::Panel );
CHudDODCrosshair( const char *name );
virtual void Paint();
virtual void Init();
virtual bool ShouldDraw();
virtual void ApplySchemeSettings( vgui::IScheme *scheme );
virtual void LevelShutdown( void );
//stub
void SetCrosshair( CHudTexture *texture, Color& clr ) {}
void ResetCrosshair() {}
private:
int m_iCrosshairTextureID;
IVguiMatInfo *m_pCrosshair;
IVguiMatInfoVar *m_pFrameVar; // interface for material frame
int m_nNumFrames; // how many frames this crosshair has
char m_szPreviousCrosshair[256]; // name of the current crosshair
float m_flAccuracy;
};
// Enable/disable crosshair rendering.
extern ConVar crosshair;
#endif // HUD_DOD_CROSSHAIR_H