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May 20th, 2019
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  1. void CVisuals::DrawSpreadFOV()
  2. {
  3. if (cvar.spread_overlay && g_Local.bAlive && IsCurWeaponGun())
  4. {
  5. float positions[2];
  6.  
  7. positions[0] = g_Screen.iWidth / 2;
  8. positions[1] = g_Screen.iHeight / 2;
  9.  
  10. float radius = g_Local.weapon.m_flSpread * 1000;
  11.  
  12. g_Drawing.DrawCircle(positions, 30, radius, cvar.spread_overlay_r, cvar.spread_overlay_g, cvar.spread_overlay_b, 120);
  13.  
  14. //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
  15. }
  16.  
  17. if (cvar.spread_overlay_old && g_Local.bAlive && IsCurWeaponGun()) {
  18.  
  19. Vector vSpread, vForward, vScreen;
  20. pmtrace_t tr;
  21.  
  22. vSpread = g_Local.vViewAngles + g_Local.vNoSpreadAngle;
  23.  
  24. g_Engine.pfnAngleVectors(vSpread, vForward, NULL, NULL);
  25.  
  26. g_Engine.pEventAPI->EV_SetTraceHull(2);
  27. g_Engine.pEventAPI->EV_PlayerTrace(g_Local.vEye, g_Local.vEye + (vForward * CurDistance()), PM_GLASS_IGNORE, -1, &tr);
  28.  
  29. if (g_Utils.bCalcScreen(tr.endpos, vScreen))
  30. {
  31. vScreen.x = g_Screen.iWidth - vScreen.x;
  32. vScreen.y = g_Screen.iHeight - vScreen.y;
  33.  
  34. g_Engine.pfnTintRGBA((vScreen.x - 1), (vScreen.y - 1), 3, 3, cvar.spread_overlay_r, cvar.spread_overlay_g, cvar.spread_overlay_b, 200);
  35. //g_Drawing.AddRectFilled(vScreen, 3, cvar.punch_recoil_col) просто не сделано
  36. }
  37. }
  38. }
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