void CASWHudCrosshair::PaintTurretTextures()
{
	// draw border in centre of screen
	//int h = ScreenHeight();
	//int w = h * 1.333333f;
	//int x = (ScreenWidth() * 0.5f) - (w * 0.5f);
	//int y = 0;

	surface()->DrawSetColor(Color(255,255,255,255));

	/*
	int tx = YRES( 5 );
	int ty = YRES( 5 );
	vgui::surface()->DrawSetTextFont( m_hTurretFont );
	vgui::surface()->DrawSetTextColor( 255, 255, 255, 200 );
	vgui::surface()->DrawSetTextPos( tx, ty );

	int nFontTall = vgui::surface()->GetFontTall( m_hTurretFont );

	wchar_t szconverted[ 1024 ];
	g_pVGuiLocalize->ConvertANSIToUnicode( "#asw_turret_text_top_left", szconverted, sizeof( szconverted )  );
	vgui::surface()->DrawPrintText( szconverted, wcslen( szconverted ) );

	ty = ScreenHeight() - nFontTall * 8 - YRES( 100 );
	vgui::surface()->DrawSetTextPos( tx, ty );
	g_pVGuiLocalize->ConvertANSIToUnicode( "#asw_turret_text_lower_left", szconverted, sizeof( szconverted )  );
	vgui::surface()->DrawPrintText( szconverted, wcslen( szconverted ) );
	*/

	// draw black boxes either side
	//if (m_nBlackBarTexture != -1)
	//{
		//surface()->DrawSetTexture(m_nBlackBarTexture);
		//surface()->DrawTexturedRect(0, y, x, y + h);
		//surface()->DrawTexturedRect(x + w, y, x, y + h);
	//}

	// draw fancy brackets over all turret targets
	float fScale = (ScreenHeight() / 768.0f);
	int iBSize = fScale * 32.0f;
	for (int i=0;i<ASW_MAX_TURRET_TARGETS;i++)
	{
		C_BaseEntity *pEnt = m_TurretTarget[i];
		if (!pEnt)
			continue;

		// distance of each bracket part from the ent
		float fDist = fScale * 200.0f * (1.0f - m_fTurretTargetLock[i]);
		
		Vector pos = (pEnt->WorldSpaceCenter() - pEnt->GetAbsOrigin()) + pEnt->GetRenderOrigin();
		Vector screenPos;
		debugoverlay->ScreenPosition( pos, screenPos );
		surface()->DrawSetColor(Color(255,255,255,255.0f * m_fTurretTargetLock[i] ));

		surface()->DrawSetTexture(m_nLeftBracketTexture);
		int bx = screenPos[0] - fDist;
		int by = screenPos[1] - fDist;
		surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);

		surface()->DrawSetTexture(m_nRightBracketTexture);
		bx = screenPos[0] + fDist;
		by = screenPos[1] - fDist;
		surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);

		surface()->DrawSetTexture(m_nLowerBracketTexture);
		bx = screenPos[0];
		by = screenPos[1] + fDist;
		surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);
	}

	// draw crosshair
	C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if ( pPlayer )
	{
		C_ASW_Marine *pMarine = pPlayer->GetViewMarine();
		bool bControllingTurret = (pMarine && pMarine->IsControllingTurret());
		if (bControllingTurret)
		{
			C_ASW_Remote_Turret *pTurret = pMarine->GetRemoteTurret();
			if (pTurret)
			{
				Vector vecWeaponSrc = pTurret->GetTurretMuzzlePosition();
				QAngle angFacing = pTurret->EyeAngles();
				Vector vecWeaponDir;
				AngleVectors(angFacing, &vecWeaponDir);

				// trace along until we hit something
				trace_t tr;
				UTIL_TraceLine(vecWeaponSrc, vecWeaponSrc + vecWeaponDir * 1200,	// fog range of the turret
					MASK_SHOT, pTurret, COLLISION_GROUP_NONE, &tr);
				//Msg("Tracing from %s ", VecToString(vecWeaponSrc));
				//Msg("at angle %s\n", VecToString(angFacing));
				
				Vector pos = tr.DidHit() ? tr.endpos : vecWeaponSrc + vecWeaponDir * 1200;
				Vector screenPos;
				debugoverlay->ScreenPosition( pos, screenPos );

				// paint a crosshair at that spot
				surface()->DrawSetColor(Color(255,255,255,255));
				surface()->DrawSetTexture(m_nTurretCrosshair);
				surface()->DrawTexturedRect(screenPos[0] - iBSize, screenPos[1] - iBSize,	// shift it up a bit to match where the gun actually fires (not sure why it's not matched already!)
											screenPos[0] + iBSize, screenPos[1] + iBSize);
			}
		}
	}

	// draw interlace/noise overlay
	if (m_nTurretTexture!=-1)
	{
		surface()->DrawSetColor(Color(255,255,255,255));
		surface()->DrawSetTexture(m_nTurretTexture);
		surface()->DrawTexturedRect(0, 0, ScreenWidth(), ScreenHeight());
	}
}