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- local textures = {};
- local cross = false
- local function render_crosshair ()
- local screenw, screenh = guiGetScreenSize ();
- local s = screenw * 0.5;
- local u,v = (screenw - s)*0.5, (screenh - s)*0.5;
- local black = tocolor (0, 0, 0, 255);
- dxDrawRectangle (0, 0, screenw, v, black);
- dxDrawRectangle (0, 0, u, screenh, black);
- dxDrawRectangle (0, screenh, screenw, -v, black);
- dxDrawRectangle (screenw, screenh, -u, -screenh, black);
- dxDrawImage (u, v, screenw-2*u, screenh-2*v, textures ["crosshair_background"]);
- if cross == "KVSK" then
- dxDrawImage (u, v, screenw-2*u, screenh-2*v, textures ["cross_ksvk"]);
- elseif cross == "M107" then
- dxDrawImage (u, v, screenw-2*u, screenh-2*v, textures ["cross_svd"]);
- elseif cross == "M24" then
- dxDrawImage (u, v, screenw-2*u, screenh-2*v, textures ["cross_m24"]);
- elseif cross == "DMR" then
- dxDrawImage (u, v, screenw-2*u, screenh-2*v, textures ["cross_m24"]);
- elseif cross == "AS50" then
- dxDrawImage (u, v, screenw-2*u, screenh-2*v, textures ["cross_as50"]);
- end
- end;
- local function on_weapon_aimed (key, state)
- local weapon_sniper_rifle = 34;
- if getPedWeapon (localPlayer) == weapon_sniper_rifle then
- if state == "down" then
- cross = getElementData(getLocalPlayer(),"currentweapon_1")
- --showPlayerHudComponent ("crosshair", false);
- setPlayerHudComponentVisible('crosshair', false)
- -- setElementAlpha(getElementData(getLocalPlayer(),"weaponSwithModel"),0)
- addEventHandler ("onClientHUDRender", getRootElement (), render_crosshair);
- else
- cross = false
- --setPlayerHudComponentVisible('crosshair', false)
- --setElementAlpha(getElementData(getLocalPlayer(),"weaponSwithModel"),255)
- removeEventHandler ("onClientHUDRender", getRootElement (), render_crosshair);
- end;
- end;
- end;
- addEventHandler ("onClientResourceStart", getResourceRootElement (getThisResource ()),
- function ()
- textures ["crosshair_background"] = dxCreateTexture ("images/crossBackground.png", "argb", true, "wrap")
- textures ["cross_cz"] = dxCreateTexture ("images/aim_cz550.png", "argb", true, "wrap");
- textures ["cross_ksvk"] = dxCreateTexture ("images/aim_ksvk.png", "argb", true, "wrap");
- textures ["cross_m24"] = dxCreateTexture ("images/aim_m24.png", "argb", true, "wrap");
- textures ["cross_svd"] = dxCreateTexture ("images/aim_svdcamo.png", "argb", true, "wrap");
- textures ["cross_as50"] = dxCreateTexture ("images/aim_as50.png", "argb", true, "wrap");
- textures ["cross_bcc"] = dxCreateTexture ("images/aim_bcc.png", "argb", true, "wrap");
- bindKey ("aim_weapon", "both", on_weapon_aimed);
- addEventHandler ("onClientPlayerWeaponSwitch", getRootElement (),
- function (previousWeaponSlot)
- local weaponslot_type_sniper = 6;
- if previousWeaponSlot == weaponslot_type_sniper then
- if not isPlayerHudComponentVisible ("crosshair") then
- --showPlayerHudComponent ("crosshair", true);
- end;
- end;
- end);
- end);
- addEventHandler ("onClientResourceStop", getResourceRootElement (getThisResource ()),
- function ()
- unbindKey ("aim_weapon", "both", on_weapon_aimed);
- if not isPlayerHudComponentVisible ("crosshair") then
- --showPlayerHudComponent ("crosshair", true);
- end;
- end);
- local alpha = 255
- setPlayerHudComponentVisible('crosshair', false)
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