#ifndef __rankmaterials__ #define __rankmaterials__ $template _crosshair_materials materials { "indicator_bar_left" "guis/assets/crosshair/elements, rect( 96, 64, 32, 32 ), flipX" "indicator_bar_right" "guis/assets/crosshair/elements, rect( 96, 64, 32, 32 )" "grenade_status_ring" "guis/assets/crosshair/elements, rect( 128, 64, 63, 63 )" "small_calibre_horizontal" "guis/assets/crosshair/elements, rect( 200, 80, 32, 15 )" "small_calibre_vertical" "guis/assets/crosshair/elements, rect( 80, 88, 15, 32 )" "large_calibre_horizontal" "guis/assets/crosshair/elements, rect( 200, 65, 47, 15 )" "large_calibre_vertical" "guis/assets/crosshair/elements, rect( 64, 73, 15, 47 )" "shell_topleft" "guis/assets/crosshair/elements, rect( 192, 96, 32, 32 )" "shell_topright" "guis/assets/crosshair/elements, rect( 192, 96, 32, 32 ), flipX" "shell_bottomleft" "guis/assets/crosshair/elements, rect( 192, 96, 32, 32 ), flipY" "shell_bottomright" "guis/assets/crosshair/elements, rect( 192, 96, 32, 32 ), flipX flipY" "explosive_topleft" "guis/assets/crosshair/elements, rect( 224, 96, 32, 32 )" "explosive_topright" "guis/assets/crosshair/elements, rect( 224, 96, 32, 32 ), flipX" "explosive_bottomleft" "guis/assets/crosshair/elements, rect( 224, 96, 32, 32 ), flipY" "explosive_bottomright" "guis/assets/crosshair/elements, rect( 224, 96, 32, 32 ), flipX flipY" "damage_s" "guis/assets/hud/gdf/hitring_small" "damage_m" "guis/assets/hud/gdf/hitring_medium" "damage_l" "guis/assets/hud/gdf/hitring_large" "hit" "guis/assets/crosshairs/hit" "dot" "guis/assets/crosshair/elements, rect( 0, 0, 32, 32 )" } $endtemplate #endif // !__rankmaterials__