//-----------------------------------------------------------------------------
// Purpose: Draw the weapon's crosshair
//-----------------------------------------------------------------------------
void CWeaponCombatLaserRifle::DrawCrosshair( void )
{
	BaseClass::DrawCrosshair();

	// Draw the targeting zone around the crosshair
	int r, g, b, a;
	gHUD.m_clrYellowish.GetColor( r, g, b, a );

	// Check to see if we are in vgui mode
	C_BaseTFPlayer *pPlayer	= static_cast<C_BaseTFPlayer*>( GetOwner() );
	if ( !pPlayer || pPlayer->IsInVGuiInputMode() )
		return;

	// Draw a crosshair & accuracy hoodad
	int iBarWidth = XRES(10);
	int iBarHeight = YRES(10);
	int iTotalWidth = (iBarWidth * 2) + (40 * m_flInaccuracy) + XRES(10);
	int iTotalHeight = (iBarHeight * 2) + (40 * m_flInaccuracy) + YRES(10);
	
	// Horizontal bars
	int iLeft = (ScreenWidth() - iTotalWidth) / 2;
	int iMidHeight = (ScreenHeight() / 2);

	Color dark( r, g, b, 32 );
	Color light( r, g, b, 160 );

	vgui::surface()->DrawSetColor( dark );

	vgui::surface()->DrawFilledRect( iLeft, iMidHeight-1, iLeft+ iBarWidth, iMidHeight + 2 );
	vgui::surface()->DrawFilledRect( iLeft + iTotalWidth - iBarWidth, iMidHeight-1, iLeft + iTotalWidth, iMidHeight + 2 );

	vgui::surface()->DrawSetColor( light );

	vgui::surface()->DrawFilledRect( iLeft, iMidHeight, iLeft + iBarWidth, iMidHeight + 1 );
	vgui::surface()->DrawFilledRect( iLeft + iTotalWidth - iBarWidth, iMidHeight, iLeft + iTotalWidth, iMidHeight + 1 );
	
	// Vertical bars
	int iTop = (ScreenHeight() - iTotalHeight) / 2;
	int iMidWidth = (ScreenWidth() / 2);

	vgui::surface()->DrawSetColor( dark );
	
	vgui::surface()->DrawFilledRect( iMidWidth-1, iTop, iMidWidth + 2, iTop + iBarHeight );
	vgui::surface()->DrawFilledRect( iMidWidth-1, iTop + iTotalHeight - iBarHeight, iMidWidth + 2, iTop + iTotalHeight );

	vgui::surface()->DrawSetColor( light );

	vgui::surface()->DrawFilledRect( iMidWidth, iTop, iMidWidth + 1, iTop + iBarHeight );
	vgui::surface()->DrawFilledRect( iMidWidth, iTop + iTotalHeight - iBarHeight, iMidWidth + 1, iTop + iTotalHeight );
}