void CHudCrosshair::Paint( void )
{
	if ( !m_pCrosshair )
		return;

	if ( !IsCurrentViewAccessAllowed() )
		return;

	C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return;

	float x, y;
	bool bBehindCamera;
	GetDrawPosition ( &x, &y, &bBehindCamera, m_vecCrossHairOffsetAngle );

	if( bBehindCamera )
		return;

	float flWeaponScale = 1.f;
	int iTextureW = m_pCrosshair->Width();
	int iTextureH = m_pCrosshair->Height();
	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
	if ( pWeapon )
	{
		pWeapon->GetWeaponCrosshairScale( flWeaponScale );
	}

	float flPlayerScale = 1.0f;
#ifdef TF_CLIENT_DLL
	Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
	flPlayerScale = cl_crosshair_scale.GetFloat() / 32.0f;  // the player can change the scale in the options/multiplayer tab
#else
	Color clr = m_clrCrosshair;
#endif
	float flWidth = flWeaponScale * flPlayerScale * (float)iTextureW;
	float flHeight = flWeaponScale * flPlayerScale * (float)iTextureH;
	int iWidth = (int)( flWidth + 0.5f );
	int iHeight = (int)( flHeight + 0.5f );
	int iX = (int)( x + 0.5f );
	int iY = (int)( y + 0.5f );

	if (pPlayer->IsInVGuiInputMode() && m_pVGUIHoverIcon)
		m_pVGUIHoverIcon->DrawSelf(
		iX - (m_pVGUIHoverIcon->Width() / 2), 
		iY - (m_pVGUIHoverIcon->Height() / 2), 
		m_pVGUIHoverIcon->Width(), 
		m_pVGUIHoverIcon->Height(), 
		Color(0, 255, 0, 255));
	else
	{
		m_pCrosshair->DrawSelfCropped(
			iX - (iWidth / 2), iY - (iHeight + 2),
			0, 0,
			iTextureW, iTextureH,
			iWidth, iHeight,
			clr);
	}
}
Example #2
0
void CHudCrosshair::Paint( void )
{
	if ( !m_pCrosshair )
		return;

	if ( !IsCurrentViewAccessAllowed() )
		return;

	C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return;

	float x, y;
	bool bBehindCamera;
	GetDrawPosition ( &x, &y, &bBehindCamera, m_vecCrossHairOffsetAngle );

	if( bBehindCamera )
		return;

	float flWeaponScale = 1.f;
	int iTextureW = m_pCrosshair->Width();
	int iTextureH = m_pCrosshair->Height();
	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
	if ( pWeapon )
	{
		pWeapon->GetWeaponCrosshairScale( flWeaponScale );
	}

	float flPlayerScale = 1.0f;
	Color clr = m_clrCrosshair;
	float flWidth = flWeaponScale * flPlayerScale * (float)iTextureW;
	float flHeight = flWeaponScale * flPlayerScale * (float)iTextureH;
	int iWidth = (int)( flWidth + 0.5f );
	int iHeight = (int)( flHeight + 0.5f );
	int iX = (int)( x + 0.5f );
	int iY = (int)( y + 0.5f );

	m_pCrosshair->DrawSelfCropped (
		iX-(iWidth/2), iY-(iHeight/2),
		0, 0,
		iTextureW, iTextureH,
		iWidth, iHeight,
		clr );
}