class RscOpticsValue; class RscMapControl; class RscText; class RscInGameUI { class RscUnitInfo; class GVAR(RscUnitInfo): RscUnitInfo { controls[] = {"CA_FOVMode","ScriptedReticleHelper","Reticle","Body","trippleHeadLeft","trippleHeadRight"}; // don't change this order 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 idc = 154; style = 2; colorText[] = {0,0,0,0}; x = 0; y = 0; w = 0; h = 0; }; class ScriptedReticleHelper: RscMapControl { onDraw = QUOTE(ctrlParent (_this select 0) call FUNC(animateReticle)); idc = -1; w = 0; h = 0; }; class Reticle: RscText { idc = IDC_RETICLE; style = 48; size = 0; sizeEx = 1; text = QPATHTOF(rsc\spotting_scope_reticle_co.paa); colorText[] = {1,1,1,1}; colorBackground[] = {0,0,0,0}; x = POS_X; y = POS_Y; w = POS_W; h = POS_H; }; class Body: Reticle { idc = IDC_BODY; text = QPATHTOF(rsc\spotting_scope_body_co.paa); x = POS_X; y = POS_Y; w = POS_W; h = POS_H; }; //These are just black side panels to cover the areas that the optics p3d doesn't cover //It will ONLY effect tripple head users as (safezoneX == safeZoneXAbs) for everyone else class trippleHeadLeft: RscText { idc = IDC_BLACK_LEFT; x = "safeZoneXAbs"; Y = "safezoneY"; W = "(safezoneX - safeZoneXAbs) * ((getResolution select 4)/(16/3))"; H = "safeZoneH"; colorBackground[] = {0,0,0,1}; }; class trippleHeadRight: trippleHeadLeft { idc = IDC_BLACK_RIGHT; x = "safeZoneXAbs + safeZoneWAbs - (safezoneX - safeZoneXABS) * ((getResolution select 4)/(16/3))"; }; }; };