//========= 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 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