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m_crosshair is not needed and the config should be checked every frame because otherwise Alt-I command was broken (the number of crosshairs to render is mapped to a UI key) [Bart]
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@ -45,8 +45,6 @@ bool CCrosshair::Init()
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m_isBitmapCrosshair = false;
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}
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m_crosshairs = m_config["Crosshairs"].ValueAs<unsigned>();
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m_xRes = m_config["XResolution"].ValueAs<unsigned>();
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m_yRes = m_config["YResolution"].ValueAs<unsigned>();
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m_a = (float)m_xRes / (float)m_yRes;
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@ -255,8 +253,10 @@ void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xO
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bool offscreenTrigger[2]{false};
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float x[2]{ 0.0f }, y[2]{ 0.0f };
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m_crosshairs &= 3;
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if (!m_crosshairs)
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// Crosshairs can be enabled/disabled at run-tim
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unsigned crosshairs = m_config["Crosshairs"].ValueAs<unsigned>();
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crosshairs &= 3;
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if (!crosshairs)
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return;
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// Set up the viewport and orthogonal projection
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@ -308,11 +308,11 @@ void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xO
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// Draw visible crosshairs
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if ((m_crosshairs & 1) && !offscreenTrigger[0]) // Player 1
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if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
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{
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DrawCrosshair(m, x[0], y[0], 0);
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}
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if ((m_crosshairs & 2) && !offscreenTrigger[1]) // Player 2
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if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
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{
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DrawCrosshair(m, x[1], y[1], 1);
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}
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@ -33,7 +33,6 @@ private:
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bool m_isBitmapCrosshair = false;
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std::string m_crosshairStyle = "";
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GLuint m_crosshairTexId[2] = { 0 };
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unsigned int m_crosshairs = 0;
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int m_p1CrosshairW = 0, m_p1CrosshairH = 0, m_p2CrosshairW = 0, m_p2CrosshairH = 0;
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float m_diagDpi = 0.0f, m_hDpi = 0.0f, m_vDpi = 0.0f;
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unsigned int m_xRes=0;
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