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// // class: HUDReticule // // Element to paint the targetting reticule onto the HUD // different reticules are supported, which can be changed via // the current selected weapon/deployable in ClientSideCharacter // class HUDReticule extends HUDContainer; var config HUDMaterial reticuleMaterial; var float retWidth; var float retHeight; var float hotspotX; var float hotspotY; function InitElement() { super.InitElement(); } function UpdateReticule(ClientSideCharacter c); function UpdateData(ClientSideCharacter c) { super.UpdateData(c); UpdateReticule(c); } function RenderElement(Canvas c) { super.RenderElement(c); // render the reticule c.CurX = ((Width - retWidth) / 2) + ((retWidth / 2) - hotspotX); c.CurY = ((Height - retHeight) / 2) + ((retHeight / 2) - hotspotY); RenderHUDMaterial(c, reticuleMaterial, retWidth, retHeight); } |
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