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- void CVisuals::DrawSpreadFOV()
- {
- if (cvar.spread_overlay && g_Local.bAlive && IsCurWeaponGun())
- {
- float positions[2];
- positions[0] = g_Screen.iWidth / 2;
- positions[1] = g_Screen.iHeight / 2;
- float radius = g_Local.weapon.m_flSpread * 1000;
- g_Drawing.DrawCircle(positions, 30, radius, cvar.spread_overlay_r, cvar.spread_overlay_g, cvar.spread_overlay_b, 120);
- //g_Drawing.AddCircleFilled(ImVec2(positions[0], positions[1]), radius, ImColor(cvar.draw_spread_fov_col[0], cvar.draw_spread_fov_col[1], cvar.draw_spread_fov_col[2], cvar.draw_spread_fov_col[3])); // крашит при смене оружие
- }
- if (cvar.spread_overlay_old && g_Local.bAlive && IsCurWeaponGun()) {
- Vector vSpread, vForward, vScreen;
- pmtrace_t tr;
- vSpread = g_Local.vViewAngles + g_Local.vNoSpreadAngle;
- g_Engine.pfnAngleVectors(vSpread, vForward, NULL, NULL);
- g_Engine.pEventAPI->EV_SetTraceHull(2);
- g_Engine.pEventAPI->EV_PlayerTrace(g_Local.vEye, g_Local.vEye + (vForward * CurDistance()), PM_GLASS_IGNORE, -1, &tr);
- if (g_Utils.bCalcScreen(tr.endpos, vScreen))
- {
- vScreen.x = g_Screen.iWidth - vScreen.x;
- vScreen.y = g_Screen.iHeight - vScreen.y;
- g_Engine.pfnTintRGBA((vScreen.x - 1), (vScreen.y - 1), 3, 3, cvar.spread_overlay_r, cvar.spread_overlay_g, cvar.spread_overlay_b, 200);
- //g_Drawing.AddRectFilled(vScreen, 3, cvar.punch_recoil_col) просто не сделано
- }
- }
- }
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