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(*orig_glPushMatrix)();
(*orig_glLoadIdentity)();
(*orig_glEnable)(GL_LINE_SMOOTH);
(*orig_glEnable)(GL_POINT_SMOOTH);
(*orig_glLineWidth)(0.5f);
(*orig_glDisable)(GL_TEXTURE_2D);
(*orig_glEnable)(GL_BLEND);
(*orig_glBlendFunc)(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
(*orig_glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
(*orig_glBegin)(GL_LINES);
glVertex2f(vp[2]/2 - 25, (vp[3]/2)+.3f); // we add .3f in order to center the x-hair with the hl x-hair
glVertex2f(vp[2]/2 + 25, (vp[3]/2)+.3f); // because valve cant even center a damn x-hair right
glVertex2f((vp[2]/2)+.3f, vp[3]/2 - 25);
glVertex2f((vp[2]/2)+.3f, vp[3]/2 + 25);
(*orig_glColor4f)(1.0f, 0.0f, 0.0f, 1.0f);
glVertex2f(vp[2]/2 - 7, (vp[3]/2)+.3f); // the above is the large x-hair
glVertex2f(vp[2]/2 + 7, (vp[3]/2)+.3f); // here we draw the small red center section
glVertex2f((vp[2]/2)+.3f, vp[3]/2 - 7);
glVertex2f((vp[2]/2)+.3f, vp[3]/2 + 7);
(*orig_glEnd)();
(*orig_glDisable)(GL_BLEND);
(*orig_glDisable)(GL_POINT_SMOOTH);
(*orig_glDisable)(GL_LINE_SMOOTH);
(*orig_glEnable)(GL_TEXTURE_2D);
(*orig_glPopMatrix)();