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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/hud_crosshair.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/hud_crosshair.h')
-rw-r--r--mp/src/game/client/hud_crosshair.h118
1 files changed, 59 insertions, 59 deletions
diff --git a/mp/src/game/client/hud_crosshair.h b/mp/src/game/client/hud_crosshair.h
index 4fa8c810..7952db29 100644
--- a/mp/src/game/client/hud_crosshair.h
+++ b/mp/src/game/client/hud_crosshair.h
@@ -1,59 +1,59 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef HUD_CROSSHAIR_H
-#define HUD_CROSSHAIR_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "hudelement.h"
-#include <vgui_controls/Panel.h>
-
-namespace vgui
-{
- class IScheme;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-class CHudCrosshair : public CHudElement, public vgui::Panel
-{
- DECLARE_CLASS_SIMPLE( CHudCrosshair, vgui::Panel );
-public:
- CHudCrosshair( const char *pElementName );
- virtual ~CHudCrosshair();
-
- virtual void SetCrosshairAngle( const QAngle& angle );
- virtual void SetCrosshair( CHudTexture *texture, const Color& clr );
- virtual void ResetCrosshair();
- virtual void DrawCrosshair( void ) {}
- virtual bool HasCrosshair( void ) { return ( m_pCrosshair != NULL ); }
- virtual bool ShouldDraw();
-
- // any UI element that wants to be at the aim point can use this to figure out where to draw
- static void GetDrawPosition ( float *pX, float *pY, bool *pbBehindCamera, QAngle angleCrosshairOffset = vec3_angle );
-protected:
- virtual void ApplySchemeSettings( vgui::IScheme *scheme );
- virtual void Paint();
-
- // Crosshair sprite and colors
- CHudTexture *m_pCrosshair;
- CHudTexture *m_pDefaultCrosshair;
- Color m_clrCrosshair;
- QAngle m_vecCrossHairOffsetAngle;
-
- CPanelAnimationVar( bool, m_bHideCrosshair, "never_draw", "false" );
-};
-
-
-// Enable/disable crosshair rendering.
-extern ConVar crosshair;
-
-
-#endif // HUD_CROSSHAIR_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef HUD_CROSSHAIR_H
+#define HUD_CROSSHAIR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "hudelement.h"
+#include <vgui_controls/Panel.h>
+
+namespace vgui
+{
+ class IScheme;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CHudCrosshair : public CHudElement, public vgui::Panel
+{
+ DECLARE_CLASS_SIMPLE( CHudCrosshair, vgui::Panel );
+public:
+ CHudCrosshair( const char *pElementName );
+ virtual ~CHudCrosshair();
+
+ virtual void SetCrosshairAngle( const QAngle& angle );
+ virtual void SetCrosshair( CHudTexture *texture, const Color& clr );
+ virtual void ResetCrosshair();
+ virtual void DrawCrosshair( void ) {}
+ virtual bool HasCrosshair( void ) { return ( m_pCrosshair != NULL ); }
+ virtual bool ShouldDraw();
+
+ // any UI element that wants to be at the aim point can use this to figure out where to draw
+ static void GetDrawPosition ( float *pX, float *pY, bool *pbBehindCamera, QAngle angleCrosshairOffset = vec3_angle );
+protected:
+ virtual void ApplySchemeSettings( vgui::IScheme *scheme );
+ virtual void Paint();
+
+ // Crosshair sprite and colors
+ CHudTexture *m_pCrosshair;
+ CHudTexture *m_pDefaultCrosshair;
+ Color m_clrCrosshair;
+ QAngle m_vecCrossHairOffsetAngle;
+
+ CPanelAnimationVar( bool, m_bHideCrosshair, "never_draw", "false" );
+};
+
+
+// Enable/disable crosshair rendering.
+extern ConVar crosshair;
+
+
+#endif // HUD_CROSSHAIR_H