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https://github.com/nzp-team/dquakeplus.git
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Give crosshair control to the server
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parent
e0983ae009
commit
a41197667d
4 changed files with 106 additions and 31 deletions
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@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern cvar_t bgmtype;
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extern qboolean domaxammo;
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qboolean crosshair_pulse_grenade;
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extern int EN_Find(int num,char *string);
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@ -79,6 +80,7 @@ char *svc_strings[] =
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"svc_bspdecal", //42 // [string] name [byte] decal_size [coords] pos
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"svc_achievement", //43
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"svc_maxammo" //44
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//"svc_pulse" //45
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};
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//=============================================================================
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@ -1225,6 +1227,11 @@ void CL_ParseServerMessage (void)
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case svc_maxammo:
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domaxammo = true;
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break;
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case svc_pulse:
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crosshair_pulse_grenade = true;
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break;
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case svc_stufftext:
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Cbuf_AddText (MSG_ReadString ());
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break;
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@ -3232,6 +3232,29 @@ void PF_MaxAmmo(void)
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MSG_WriteByte(&sv.reliable_datagram, svc_maxammo);
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}
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/*
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=================
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PF_GrenadePulse
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pulses grenade crosshair
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grenade_pulse()
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=================
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*/
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void PF_GrenadePulse(void)
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{
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client_t *client;
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int entnum;
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entnum = G_EDICTNUM(OFS_PARM0);
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if (entnum < 1 || entnum > svs.maxclients)
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return;
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client = &svs.clients[entnum-1];
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MSG_WriteByte (&client->message, svc_pulse);
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}
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/*
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=================
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@ -3567,7 +3590,8 @@ ebfs_builtin_t pr_ebfs_builtins[] =
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{ 442, "argv", PF_ArgV },
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{ 500, "songegg", PF_SongEgg },
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{ 501, "nzp_maxammo", PF_MaxAmmo }
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{ 501, "nzp_maxammo", PF_MaxAmmo },
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{ 502, "grenade_pulse", PF_GrenadePulse }
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// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end
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@ -150,6 +150,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define svc_achievement 43 // [string] name [byte] decal_size [coords] pos
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#define svc_songegg 44 // [string] track name
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#define svc_maxammo 45
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#define svc_pulse 46
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//
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@ -1290,6 +1290,8 @@ Draw_Crosshair
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extern float crosshair_opacity;
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extern cvar_t cl_crosshair_debug;
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extern cvar_t crosshair;
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extern qboolean crosshair_pulse_grenade;
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void Draw_Crosshair (void)
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{
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if (cl_crosshair_debug.value) {
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@ -1297,8 +1299,27 @@ void Draw_Crosshair (void)
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Draw_FillByColor(0, vid.height/2, 480, 1, GU_RGBA(0, 255, 0, 255));
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}
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if (cl.stats[STAT_HEALTH] <= 20)
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return;
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if (!crosshair.value)
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// The scope was originally a 480x272 graphic to fit the screen..
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// but this is a total waste of VRAM.. 1mB down to 256kB lmao
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if (cl.stats[STAT_ZOOM] == 2) {
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// Draw the Scope
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Draw_Pic (112, 7, sniper_scope);
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// And its borders
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Draw_FillByColor(0, 0, 480, 7, GU_RGBA(0, 0, 0, 255)); // Top
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Draw_FillByColor(0, 263, 480, 9, GU_RGBA(0, 0, 0, 255)); // Bottom
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Draw_FillByColor(0, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Left
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Draw_FillByColor(368, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Right
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}
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if (Hitmark_Time > sv.time)
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Draw_Pic ((vid.width - hitmark->width)/2,(vid.height - hitmark->height)/2, hitmark);
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// Make sure to do this after hitmark drawing.
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if (cl.stats[STAT_ZOOM] == 2)
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return;
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if (!crosshair_opacity)
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@ -1333,19 +1354,16 @@ void Draw_Crosshair (void)
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}
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}
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if (cl.stats[STAT_ACTIVEWEAPON] == W_M2 || cl.stats[STAT_ACTIVEWEAPON] == W_TESLA || cl.stats[STAT_ACTIVEWEAPON] == W_DG3)
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{
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Draw_CharacterRGBA((vid.width)/2-4, (vid.height)/2, 'O', 255, col, col, crosshair_opacity);
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}
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else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER)
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{
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int x_value, y_value;
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int x_center, y_center;
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int crosshair_offset;
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// Standard crosshair (+)
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if (crosshair.value == 1) {
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x_center = vid.width/2;
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y_center = vid.height/2;
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int crosshair_offset = CrossHairWeapon() + cur_spread;
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crosshair_offset = CrossHairWeapon() + cur_spread;
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if (CrossHairMaxSpread() < crosshair_offset || croshhairmoving)
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crosshair_offset = CrossHairMaxSpread();
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@ -1369,32 +1387,57 @@ void Draw_Crosshair (void)
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// Top
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x_value = x_center;
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y_value = y_center - crosshair_offset;
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y_value = y_center - crosshair_offset_step;
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Draw_FillByColor(x_value, y_value, 1, 3, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
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// Bottom
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x_value = x_center;
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y_value = y_center + crosshair_offset - 3;
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y_value = y_center + crosshair_offset_step - 3;
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Draw_FillByColor(x_value, y_value, 1, 3, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
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}
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else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
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// Area of Effect (o)
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else if (crosshair.value == 2) {
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Draw_CharacterRGBA((vid.width)/2-4, (vid.height)/2, 'O', 255, col, col, crosshair_opacity);
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}
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// Dot crosshair (.)
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else if (crosshair.value == 3) {
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Draw_CharacterRGBA((vid.width - 8)/2, (vid.height - 8)/2, '.', 255, col, col, crosshair_opacity);
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}
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// Grenade crosshair
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else if (crosshair.value == 4) {
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x_center = vid.width/2;
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y_center = vid.height/2;
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// The scope was originally a 480x272 graphic to fit the screen..
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// but this is a total waste of VRAM.. 1mB down to 256kB lmao
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if (cl.stats[STAT_ZOOM] == 2) {
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// Draw the Scope
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Draw_Pic (112, 7, sniper_scope);
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// And its borders
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Draw_FillByColor(0, 0, 480, 7, GU_RGBA(0, 0, 0, 255)); // Top
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Draw_FillByColor(0, 263, 480, 9, GU_RGBA(0, 0, 0, 255)); // Bottom
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Draw_FillByColor(0, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Left
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Draw_FillByColor(368, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Right
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if (crosshair_pulse_grenade) {
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crosshair_offset_step = 0;
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cur_spread = 2;
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}
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if (Hitmark_Time > sv.time)
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Draw_Pic ((vid.width - hitmark->width)/2,(vid.height - hitmark->height)/2, hitmark);
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crosshair_pulse_grenade = qfalse;
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crosshair_offset = 12 + cur_spread;
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crosshair_offset_step += (crosshair_offset - crosshair_offset_step) * 0.5;
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// Left
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x_value = x_center - crosshair_offset_step;
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y_value = y_center;
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Draw_FillByColor(x_value, y_value, 3, 1, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
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// Right
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x_value = x_center + crosshair_offset_step - 2;
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y_value = y_center;
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Draw_FillByColor(x_value, y_value, 3, 1, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
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// Top
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x_value = x_center;
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y_value = y_center - crosshair_offset_step;
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Draw_FillByColor(x_value, y_value, 1, 3, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
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// Bottom
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x_value = x_center;
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y_value = y_center + crosshair_offset_step - 3;
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Draw_FillByColor(x_value, y_value, 1, 3, GU_RGBA(255, (int)col, (int)col, (int)crosshair_opacity));
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}
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}
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/*
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