@@ -73,38 +73,49 @@ void R_dsgraph_structure::r_dsgraph_insert_dynamic(dxRender_Visual* pVisual, Fve
7373 // NOTE: Invisible elements exist only in R1
7474 _MatrixItem item = {SSA, RI.val_pObject , pVisual, *RI.val_pTransform };
7575
76- // Redotix99: for 3D Shader Based Scopes
77- if (sh->flags .isScope )
78- {
79- mapHUD_Node* N = mapHUD.insertInAnyWay (EPS);
80- N->val .ssa = SSA;
81- N->val .pObject = RI.val_pObject ;
82- N->val .pVisual = pVisual;
83- N->val .Matrix = *RI.val_pTransform ;
84- N->val .se = sh;
85- return ;
86- }
87- // Redotix99: for 3D Shader Based Scopes
88- if (sh->flags .isScope2 )
89- {
90- mapHUD_Node* N = mapScopeHUD.insertInAnyWay (distSQ);
91- N->val .ssa = SSA;
92- N->val .pObject = RI.val_pObject ;
93- N->val .pVisual = pVisual;
94- N->val .Matrix = *RI.val_pTransform ;
95- N->val .se = sh;
96- return ;
97- }
98- // Redotix99: for 3D Shader Based Scopes
99- if (sh->flags .isScope3 )
100- {
101- mapSorted_Node* N = mapScopeHUDSorted.insertInAnyWay (distSQ);
102- N->val .ssa = SSA;
103- N->val .pObject = RI.val_pObject ;
104- N->val .pVisual = pVisual;
105- N->val .Matrix = *RI.val_pTransform ;
106- N->val .se = sh;
107- return ;
76+ switch (sh->flags .iScopeLense ) {
77+ case 0 :
78+ break ;
79+
80+ case 1 : {
81+ mapHUD_Node* N = mapHUD.insertInAnyWay (EPS);
82+ N->val .ssa = SSA;
83+ N->val .pObject = RI.val_pObject ;
84+ N->val .pVisual = pVisual;
85+ N->val .Matrix = *RI.val_pTransform ;
86+ N->val .se = sh;
87+
88+ if (!sh->passes [0 ]->ps ->hud_disabled )
89+ {
90+ HUDMask_Node* N2 = HUDMask.insertInAnyWay (EPS);
91+ N2->val .ssa = SSA;
92+ N2->val .pObject = RI.val_pObject ;
93+ N2->val .pVisual = pVisual;
94+ N2->val .Matrix = *RI.val_pTransform ;
95+ N2->val .se = sh;
96+ }
97+ return ;
98+ }
99+
100+ case 2 : {
101+ mapHUD_Node * N = mapScopeHUD.insertInAnyWay (distSQ);
102+ N->val .ssa = SSA;
103+ N->val .pObject = RI.val_pObject ;
104+ N->val .pVisual = pVisual;
105+ N->val .Matrix = *RI.val_pTransform ;
106+ N->val .se = sh;
107+ return ;
108+ }
109+
110+ case 3 : {
111+ mapSorted_Node * N = mapScopeHUDSorted.insertInAnyWay (distSQ);
112+ N->val .ssa = SSA;
113+ N->val .pObject = RI.val_pObject ;
114+ N->val .pVisual = pVisual;
115+ N->val .Matrix = *RI.val_pTransform ;
116+ N->val .se = sh;
117+ return ;
118+ }
108119 }
109120
110121 // HUD rendering
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