void CHUDCrosshair::Render() { SetRenderState(); if (g_pInterfaceMgr->IsOverlayActive(OVM_SCOPE)) { if (!g_pPlayerMgr->UsingCamera()) RenderScope(); return; } if (!m_bEnabled) return; if (m_bArmed) RenderArmed(); else RenderUnarmed(); if( m_pStr ) { m_pStr->SetPosition(m_x+2.0f,m_y+2.0f); m_pStr->SetColor(argbBlack); m_pStr->Render(); m_pStr->SetPosition(m_x,m_y); if (g_pPlayerMgr->GetTargetMgr()->CanActivateTarget()) m_pStr->SetColor(m_StrColor); else m_pStr->SetColor(m_StrDisColor); m_pStr->Render(); } if( m_pDbgStr ) { m_pDbgStr->SetPosition(m_dbgx+1.0f,m_dbgy+1.0f); m_pDbgStr->SetColor(argbBlack); m_pDbgStr->Render(); m_pDbgStr->SetColor(m_DbgColor); m_pDbgStr->SetPosition(m_dbgx,m_dbgy); m_pDbgStr->Render(); } if (m_pInfoStr) { m_pInfoStr->SetPosition(m_infox+1.0f,m_infoy+1.0f); m_pInfoStr->SetColor(argbBlack); m_pInfoStr->Render(); m_pInfoStr->SetColor(m_InfoColor); m_pInfoStr->SetPosition(m_infox,m_infoy); m_pInfoStr->Render(); } }
void CHUDCrosshair::Render() { SetRenderState(); if (g_pInterfaceMgr->IsOverlayActive(OVM_SCOPE)) { if (!g_pPlayerMgr->UsingCamera()) RenderScope(); return; } // See if we can show a crosshair or not... if (g_pMoveMgr->GetVehicleMgr()->IsVehiclePhysics() && !g_pMoveMgr->GetVehicleMgr()->CanShowCrosshair()) { return; } if (!m_bEnabled) return; if (g_pPlayerMgr->IsPlayerDead()) { g_pDrawPrim->SetTexture(LTNULL); g_pDrawPrim->SetRGBA(&m_Poly[2],argbWhite); float x = 319.0f * g_pInterfaceResMgr->GetXRatio(); float y = 239.0f * g_pInterfaceResMgr->GetYRatio(); float w = 2.0f * g_pInterfaceResMgr->GetXRatio(); g_pDrawPrim->SetXYWH(&m_Poly[2],x,y,w,w); g_pDrawPrim->DrawPrim(&m_Poly[2],1); } else { g_pDrawPrim->SetTexture(m_hAccurate); g_pDrawPrim->DrawPrim(&m_Poly[0],1); if (GetConsoleInt("CrosshairDynamic",1)) { g_pDrawPrim->SetTexture(m_hInaccurate); g_pDrawPrim->DrawPrim(&m_Poly[1],1); } } if( m_pStr ) { m_pStr->SetPosition(m_x+2.0f,m_y+2.0f); m_pStr->SetColor(argbBlack); m_pStr->Render(); m_pStr->SetPosition(m_x,m_y); if (m_bCanActivateTarget) { if (m_nTargetTeam == INVALID_TEAM) { m_pStr->SetColor(m_StrColor); } else { m_pStr->SetColor(m_TeamColor[m_nTargetTeam]); } } else { m_pStr->SetColor(m_StrDisColor); } m_pStr->Render(); } if( m_pDbgStr ) { m_pDbgStr->SetPosition(m_dbgx+1.0f,m_dbgy+1.0f); m_pDbgStr->SetColor(argbBlack); m_pDbgStr->Render(); m_pDbgStr->SetColor(m_DbgColor); m_pDbgStr->SetPosition(m_dbgx,m_dbgy); m_pDbgStr->Render(); } }