etqw-sdk/base/guis/game/sights/sniper_lines.include

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2008-05-29 00:00:00 +00:00
#ifndef __sniper_lines__
#define __sniper_lines__
$template __sniper_lines( ShowBorder, ShowCircles )
windowDef Bar_ThinLeft1 {
properties {
rect rect = gui.screenCenter.x - 172,237,1,5;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinLeft2 {
properties {
rect rect = gui.screenCenter.x - 120,236,1,7;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinLeft3 {
properties {
rect rect = gui.screenCenter.x - 72,235,1,9;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinLongLeft {
properties {
rect rect = 0, gui.screenCenter.y - 1, gui.screenCenter.x - 10, 1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinLeft {
properties {
rect rect = gui.screenCenter.x - 20,234,1,11;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinRight {
properties {
rect rect = gui.screenCenter.x + 19,234,1,11;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinLongRight {
properties {
rect rect = gui.screenCenter.x + 10, gui.screenCenter.y - 1, SCREEN_WIDTH - rect.x, 1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinRight3 {
properties {
rect rect = gui.screenCenter.x + 72,235,1,9;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinRight2 {
properties {
rect rect = gui.screenCenter.x + 120,236,1,7;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinRight1 {
properties {
rect rect = gui.screenCenter.x + 172,237,1,5;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinTop {
properties {
rect rect = gui.screenCenter.x - 6, 220, 11, 1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinTop3 {
properties {
rect rect = gui.screenCenter.x - 5,168,9,1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinTop2 {
properties{
rect rect = gui.screenCenter.x - 4,120,7,1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinTop1 {
properties {
rect rect = gui.screenCenter.x - 3,70,5,1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinLongTop {
properties {
rect rect = gui.screenCenter.x - 1,0,1,229;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinLongBtm {
properties {
rect rect = gui.screenCenter.x - 1,250,1,230;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinBottom {
properties {
rect rect = gui.screenCenter.x - 6,259,11,1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinBottom3 {
properties {
rect rect = gui.screenCenter.x - 5,308,9,1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinBottom2 {
properties {
rect rect = gui.screenCenter.x - 4,358,7,1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
windowDef Bar_ThinBottom1 {
properties {
rect rect = gui.screenCenter.x - 3,408,5,1;
color backColor = 0.3, 1, 0.2, 0.7;
}
}
$if( ShowCircles == "circles" )
windowDef binobgCirc1 {
properties {
rect rect = gui.screenCenter.x - 220,20,440,440;
color backColor = 0, 0.1, 0, 1;
string material = "guis/assets/weapons/sniper/circlelines1";
float rotation = ( ( gui.zoomState - ( ( 1 - gui.zoomCycleTransitionLerp ) * gui.zoomCycleTransition ) ) * 48 );
}
}
windowDef binobgCirc2 {
properties {
rect rect = gui.screenCenter.x - 220,20,440,440;
color backColor = 0, 0.1, 0, 1;
string material = "guis/assets/weapons/sniper/circlelines2";
float rotation = ( ( gui.zoomState - ( ( 1 - gui.zoomCycleTransitionLerp ) * gui.zoomCycleTransition ) ) * 48 );
}
}
windowDef binobgTicks {
properties {
rect rect = gui.screenCenter.x - 230,15,460,450;
color backColor = 0, 0.3, 0, 1;
string material = "guis/assets/weapons/sniper/circleticks";
float rotation = 170 + ( ( gui.zoomState - ( ( 1 - gui.zoomCycleTransitionLerp ) * gui.zoomCycleTransition ) ) * 48 );
}
}
$endif
$if( ShowBorder == "border" )
windowDef binobgTL {
properties {
rect rect = gui.screenCenter.x - rect.w,-100,360,340;
color backColor = 0, 0, 0, 0;
string material = "guis/assets/weapons/sniper/circle";
}
timeline {
onTime 0 {
backColor.a = transition( 0, 1, 350 );
}
}
}
windowDef binobgTR {
properties {
rect rect = gui.screenCenter.x,-100,360,340;
color backColor = 0,0,0,1;
string material = "guis/assets/weapons/sniper/circle";
vec2 materialScale = -1, 1;
}
timeline {
onTime 0 {
backColor.a = transition( 0, 1, 350 );
}
}
}
windowDef binobgBL {
properties {
rect rect = gui.screenCenter.x - rect.w,gui.screenCenter.y, 360, 340;
color backColor = 0,0,0,1;
string material = "guis/assets/weapons/sniper/circle";
vec2 materialScale = 1, -1;
}
timeline {
onTime 0 {
backColor.a = transition( 0, 1, 350 );
}
}
}
windowDef binobgBR {
properties {
rect rect = gui.screenCenter.x, gui.screenCenter.y, 360, 340;
color backColor = 0,0,0,1;
string material = "guis/assets/weapons/sniper/circle";
vec2 materialScale = -1, -1;
}
timeline {
onTime 0 {
backColor.a = transition( 0, 1, 350 );
}
}
}
$endif
$endtemplate
#endif // !__sniper_lines__