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simplify optics config
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5135d3bedd
commit
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@ -2,6 +2,7 @@
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class RscOpticsValue;
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class RscOpticsValue;
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class RscMapControl;
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class RscMapControl;
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class RscText;
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class RscText;
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class RscPicture;
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class RscInGameUI {
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class RscInGameUI {
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class RscUnitInfo;
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class RscUnitInfo;
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@ -11,10 +12,6 @@ class RscInGameUI {
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class CA_FOVMode: RscOpticsValue { // idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
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class CA_FOVMode: RscOpticsValue { // idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
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idc = 154;
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idc = 154;
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style = 2;
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colorText[] = {0,0,0,0};
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x = 0;
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y = 0;
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w = 0;
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w = 0;
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h = 0;
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h = 0;
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};
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};
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@ -26,14 +23,9 @@ class RscInGameUI {
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h = 0;
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h = 0;
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};
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};
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class Reticle: RscText {
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class Reticle: RscPicture {
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idc = IDC_RETICLE;
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idc = IDC_RETICLE;
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style = 48;
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size = 0;
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sizeEx = 1;
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text = QPATHTOF(rsc\spotting_scope_reticle_co.paa);
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text = QPATHTOF(rsc\spotting_scope_reticle_co.paa);
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colorText[] = {1,1,1,1};
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colorBackground[] = {0,0,0,0};
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x = POS_X;
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x = POS_X;
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y = POS_Y;
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y = POS_Y;
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w = POS_W;
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w = POS_W;
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@ -43,10 +35,6 @@ class RscInGameUI {
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class Body: Reticle {
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class Body: Reticle {
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idc = IDC_BODY;
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idc = IDC_BODY;
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text = QPATHTOF(rsc\spotting_scope_body_co.paa);
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text = QPATHTOF(rsc\spotting_scope_body_co.paa);
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x = POS_X;
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y = POS_Y;
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w = POS_W;
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h = POS_H;
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};
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};
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//These are just black side panels to cover the areas that the optics p3d doesn't cover
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//These are just black side panels to cover the areas that the optics p3d doesn't cover
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