void CASWHudCrosshair::DrawDirectionalCrosshair( int x, int y, int iSize )
{
	C_ASW_Player *local = C_ASW_Player::GetLocalASWPlayer();
	if (!local)
		return;	
	
	C_ASW_Marine *pMarine = local->GetMarine();
	if (!pMarine)
		return;

	Vector MarinePos = pMarine->GetRenderOrigin();
	Vector screenPos;
	debugoverlay->ScreenPosition( MarinePos + Vector( 0, 0, 45 ), screenPos );

	int cx, cy, dx, dy;
	ASWInput()->ASW_GetWindowCenter(cx, cy);
	dx = x - cx;
	dy = y - cy;
	float flDistance = FastSqrt( dx * dx + dy * dy );

	//CASWScriptCreatedItem *pItem = static_cast<CASWScriptCreatedItem*>( pMarine->GetActiveASWWeapon()->GetAttributeContainer()->GetItem() );
	//if ( !m_bIsCastingSuitAbility )//pItem && pItem->IsMeleeWeapon() &&
	//{
		// here is where we do the crosshair scaling
		int iMax = YRES(54);
		int iMin = YRES(16);
		// clamp the min and max distance the cursor is from the marine on screen
		float flSizeDist = clamp( flDistance, iMin, iMax );

		// this is the full percentage to scale by
		float flTemp = (flSizeDist - iMin) / ( iMax - iMin );
		
		float flMinTexScale = 0.8;
		float flMaxTexScale = 1.0;
		// this is the final percentage to scale by based on the clamping we want for the min and max texture scaling
		float flAdjust = flTemp * (flMaxTexScale - flMinTexScale) + flMinTexScale;

		iSize *= flAdjust;
		m_pAmmoProgress->SetScale( flAdjust );
	//}

	iSize *= 2;
	int iXHairHalfSize = iSize / 2;
	// draw a red pointing, potentially blinking, arrow
	//Vector vecFacing(screenPos.x - (ScreenWidth() * 0.5f), screenPos.y - (ScreenHeight() * 0.5f), 0);
	//float fFacingYaw = -UTIL_VecToYaw(vecFacing);

	Vector2D vXHairCenter( x , y );

	Vector vecCornerTL(-iXHairHalfSize, -iXHairHalfSize, 0);
	Vector vecCornerTR(iXHairHalfSize, -iXHairHalfSize, 0);
	Vector vecCornerBR(iXHairHalfSize, iXHairHalfSize, 0);
	Vector vecCornerBL(-iXHairHalfSize, iXHairHalfSize, 0);
	Vector vecCornerTL_rotated, vecCornerTR_rotated, vecCornerBL_rotated, vecCornerBR_rotated;	

	int current_posx = 0;
	int current_posy = 0;
	ASWInput()->GetSimulatedFullscreenMousePos( &current_posx, &current_posy );
	Vector vecFacing( 0, 0, 0 );
	vecFacing.x = screenPos.x - current_posx;
	vecFacing.y = screenPos.y - current_posy;
	float fFacingYaw = -UTIL_VecToYaw( vecFacing );

	/*
	if ( ASWInput()->ControllerModeActive() )
	{
		int current_posx = 0;
		int current_posy = 0;
		ASWInput()->GetSimulatedFullscreenMousePos( &current_posx, &current_posy );
		vecFacing.x = screenPos.x - current_posx;
		vecFacing.y = screenPos.y - current_posy;
		fFacingYaw = -UTIL_VecToYaw( vecFacing );
	}
	*/

	// rotate it by our facing yaw
	QAngle angFacing(0, -fFacingYaw + 90.0, 0);
	VectorRotate(vecCornerTL, angFacing, vecCornerTL_rotated);
	VectorRotate(vecCornerTR, angFacing, vecCornerTR_rotated);
	VectorRotate(vecCornerBR, angFacing, vecCornerBR_rotated);
	VectorRotate(vecCornerBL, angFacing, vecCornerBL_rotated);
	//


	float flAlpha = 245;

	// fade the crosshair out when it is very close to the marine
	float flAdjust2 = flDistance / YRES(28);
	flAdjust2 = clamp( flAdjust2, 0.1f, 1.0f );

	bool bShotWarn = false;
	Color colorCross = Color(255,255,255,flAlpha*flAdjust2);
	C_ASW_Weapon* pWeapon = pMarine->GetActiveASWWeapon();
	if ( pWeapon && pWeapon->IsOffensiveWeapon() )
	{
		C_BaseEntity *pEnt = pWeapon->GetLaserTargetEntity();
		if ( pEnt && pEnt->Classify() == CLASS_ASW_MARINE )
		{
			bShotWarn = true;
			colorCross = Color(255,0,0,flAlpha*flAdjust2);
		}
	}
	
	surface()->DrawSetColor( colorCross );
	
	if ( !asw_crosshair_use_perspective.GetBool() )
	{
		surface()->DrawSetTexture( m_nDirectCrosshairTexture2 );
	}
	else
	{
		if ( bShotWarn )
			surface()->DrawSetTexture( m_nDirectCrosshairTextureX );
		else
			surface()->DrawSetTexture( m_nDirectCrosshairTexture );
	}
	

	Vertex_t points[4] = 
	{ 
		Vertex_t( Vector2D(vXHairCenter.x + vecCornerTL_rotated.x, vXHairCenter.y + vecCornerTL_rotated.y), 
		Vector2D(0,0) ), 
		Vertex_t( Vector2D(vXHairCenter.x + vecCornerTR_rotated.x, vXHairCenter.y + vecCornerTR_rotated.y), 
		Vector2D(1,0) ), 
		Vertex_t( Vector2D(vXHairCenter.x + vecCornerBR_rotated.x, vXHairCenter.y + vecCornerBR_rotated.y), 
		Vector2D(1,1) ), 
		Vertex_t( Vector2D(vXHairCenter.x + vecCornerBL_rotated.x, vXHairCenter.y + vecCornerBL_rotated.y), 
		Vector2D(0,1) ) 
	}; 
	surface()->DrawTexturedPolygon( 4, points );

	// draw the center
	if ( !asw_crosshair_use_perspective.GetBool() )
	{
		surface()->DrawSetColor( colorCross );
		surface()->DrawSetTexture( m_nCrosshairTexture );
		surface()->DrawTexturedRect(vXHairCenter.x - iXHairHalfSize, vXHairCenter.y - iXHairHalfSize, vXHairCenter.x + iXHairHalfSize, vXHairCenter.y + iXHairHalfSize);
	}
}