Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "dod_hud_spec_crosshair.h"
#include "iclientmode.h"
#include "view.h"
#include "vgui_controls/Controls.h"
#include "vgui/ISurface.h"
#include "ivrenderview.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE );
//ConVar cl_observercrosshair( "cl_observercrosshair", "1", FCVAR_ARCHIVE );
using namespace vgui;
int ScreenTransform( const Vector& point, Vector& screen );
DECLARE_HUDELEMENT( CHudSpecCrosshair );
CHudSpecCrosshair::CHudSpecCrosshair( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudSpecCrosshair" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_pCrosshair = 0;
m_clrCrosshair = Color( 255, 255, 255, 255 );
SetHiddenBits( HIDEHUD_CROSSHAIR );
}
void CHudSpecCrosshair::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
m_pCrosshair = gHUD.GetIcon("crosshair_default");
SetPaintBackgroundEnabled( false );
}
void CHudSpecCrosshair::Paint( void )
{
if ( !g_pClientMode->ShouldDrawCrosshair() )
return;
if ( !m_pCrosshair )
return;
if ( engine->IsDrawingLoadingImage() || engine->IsPaused() )
return;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// draw a crosshair only if alive or spectating in eye
bool shouldDraw = false;
if ( pPlayer->GetObserverMode() == OBS_MODE_ROAMING /*&& cl_observercrosshair.GetBool()*/ )
shouldDraw = true;
if ( !shouldDraw )
return;
if ( pPlayer->entindex() != render->GetViewEntity() )
return;
float x, y;
x = ScreenWidth()/2;
y = ScreenHeight()/2;
m_pCrosshair->DrawSelf(
x - 0.5f * m_pCrosshair->Width(),
y - 0.5f * m_pCrosshair->Height(),
m_clrCrosshair );
}