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Crosshair.cpp
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#include "Crosshair.h"
Crosshair crosshair;
void Crosshair::Draw()
{
if (visualconfig.bCrosshair)
{
if (visualconfig.iCrosshairType == 0)
{
int screenW, screenH;
I::Engine->GetScreenSize(screenW, screenH);
RECT View = Draw::GetViewport();
int MidX = View.right / 2;
int MidY = View.bottom / 2;
Draw::Line(MidX - 8, MidY, MidX - 4, MidY, Color(255, 0, 0, 200));
Draw::Line(MidX, MidY - 8, MidX, MidY - 4, Color(255, 0, 0, 200));
Draw::Line(MidX + 8, MidY, MidX + 4, MidY, Color(255, 255, 255, 255));
Draw::Line(MidX, MidY + 8, MidX, MidY + 4, Color(255, 255, 255, 255));
}
else if (visualconfig.iCrosshairType == 1)
{
int screenW, screenH;
I::Engine->GetScreenSize(screenW, screenH);
int crX = screenW / 2, crY = screenH / 2;
int dy = screenH / globals.fov;
int dx = screenW / globals.fov;
int drX;
int drY;
if (visualconfig.bNoVisualRecoil)
{
Vector AimPunch = hackManager.pLocal()->localPlayerExclusive()->GetAimPunchAngle();
drX = crX - (int)(dx * (AimPunch.y * 2));
drY = crY + (int)(dy * (AimPunch.x * 2));
}
else
{
Vector AimPunch = hackManager.pLocal()->localPlayerExclusive()->GetAimPunchAngle();
drX = crX - (int)(dx * (((AimPunch.y * 2.f) * 0.45f) + AimPunch.y));
drY = crY + (int)(dy * (((AimPunch.x * 2.f) * 0.45f) + AimPunch.x));
}
Draw::DrawCircle(drX, drY, 5, 30, globals.forecolor);
}
}
}