Crosshair edit
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3946029046
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@ -747,22 +747,52 @@ function GM:HUDPaint()
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-- S_Pop()
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local trac = p:GetEyeTrace().HitPos:ToScreen()
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--local trac = p:GetEyeTrace().HitPos:ToScreen()
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local trac = util.TraceLine( {
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start = p:GetPos() + Vector( 0, 0, 52 ),
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endpos = p:GetPos() + Vector( 0, 0, 52 ) + p:EyeAngles():Forward()*(2^31),
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filter = p,
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} ).HitPos
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local trac2 = util.TraceLine( {
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start = CamSpot(),
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endpos = CamSpot() + TPSOverride:Forward()*(2^16),
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endpos = CamSpot() + TPSOverride:Forward()*(2^31),
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filter = p,
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} ).HitPos:ToScreen()
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} ).HitPos
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local tol = false
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if trac:IsEqualTol( trac2, 2 ) then -- within two inches
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trac2 = trac2:ToScreen()
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trac = trac2
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tol = true
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else
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trac = trac:ToScreen()
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trac2 = trac2:ToScreen()
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end
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for i=1, 2 do
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local shadowtime = i==1
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local traac = shadowtime and trac2 or trac
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local cx, cy = math.Round(traac.x), math.Round(traac.y)
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local gap = 4
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local length = 4
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S_Push( cx, cy )
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local lol = shadowtime and 0 or 255
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surface.SetDrawColor( lol, lol, lol )
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surface.SetMaterial( shadowtime and xhair_dot_shadow or xhair_dot )
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hTrRect( 0, 0, 64, 64, 0 )
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local lol2 = shadowtime and 127 or 255
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local Shadow_Gap = shadowtime and 1 or 0
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local Shadow_Thickness = shadowtime and 2 or 0
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surface.SetDrawColor( lol, lol, lol, lol2 )
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--surface.SetMaterial( shadowtime and xhair_dot_shadow or xhair_dot )
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hRect( -1 - Shadow_Gap, gap - Shadow_Gap, 2 + Shadow_Thickness, length + Shadow_Thickness )
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hRect( gap - Shadow_Gap, -1 - Shadow_Gap, length + Shadow_Thickness, 2 + Shadow_Thickness )
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-- top and left
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hRect( -1 - Shadow_Gap, -length - gap - Shadow_Gap, 2 + Shadow_Thickness, length + Shadow_Thickness )
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hRect( -length - gap - Shadow_Gap, -1 - Shadow_Gap, length + Shadow_Thickness, 2 + Shadow_Thickness )
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if !shadowtime and !tol then
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surface.SetDrawColor( 255, 0, 0 )
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hRect( -1, -1, 2, 2 )
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end
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S_Pop()
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end
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