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https://github.com/acemod/ACE3.git
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69 lines
2.3 KiB
C++
69 lines
2.3 KiB
C++
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class RscOpticsValue;
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class RscMapControl;
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class RscText;
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class RscInGameUI {
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class RscUnitInfo;
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class GVAR(RscUnitInfo): RscUnitInfo {
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onLoad = QUOTE([ARR_4(""onLoad"",_this,""RscUnitInfo"",'IGUI')] call (uinamespace getvariable 'BIS_fnc_initDisplay'); {((_this select 0) displayCtrl _x) ctrlShow false} forEach [ARR_4(IDC_RETICLE,IDC_BODY,IDC_BLACK_LEFT,IDC_BLACK_RIGHT)]);
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controls[] = {"CA_FOVMode","ScriptedReticleHelper","trippleHeadLeft","trippleHeadRight","Reticle","Body"}; // don't change this order
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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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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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h = 0;
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};
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class ScriptedReticleHelper: RscMapControl {
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onDraw = QUOTE(ctrlParent (_this select 0) call FUNC(animateReticle));
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idc = -1;
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w = 0;
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h = 0;
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};
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class Reticle: RscText {
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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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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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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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class Body: Reticle {
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idc = IDC_BODY;
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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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//These are just black side panels to cover the areas that the optics p3d doesn't cover
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//It will ONLY effect tripple head users as (safezoneX == safeZoneXAbs) for everyone else
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class trippleHeadLeft: RscText {
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idc = IDC_BLACK_LEFT;
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x = "safeZoneXAbs";
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Y = "safezoneY";
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W = "(-safeZoneX - safeZoneXAbs) * ((getResolution select 4)/(16/3))";
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H = "safeZoneH";
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colorBackground[] = {0,0,0,1};
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};
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class trippleHeadRight: trippleHeadLeft {
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idc = IDC_BLACK_RIGHT;
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x = "safeZoneXAbs + safeZoneWAbs - (-safeZoneX - safeZoneXABS) * ((getResolution select 4)/(16/3))";
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};
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};
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};
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