#include #include #include gui game/sights/lacerator_scope { properties { float zoomLevel = 0.f; string range = ""; float zoomState = 0.f; float zoomCycleTransition = 1.f; float zoomCycleTransitionLerp = 1.f; float focusFactor = 0.f; float zoomCycleFocusTransitionLerp = 0.f; float flags = immediate( flags ) | GUI_FULLSCREEN; } _hud_materials __scope_init( 0.95 ) events { onActivate { globals.gameHud.showPostProcess = immediate( globals.gameHud.showPostProcess + 1 ); zoomCycleFocusTransitionLerp = transition( "1", "0", 800 ); } onDeactivate { globals.gameHud.showPostProcess = immediate( globals.gameHud.showPostProcess - 1 ); } onNamedEvent "onZoomCycle" { zoomCycleTransitionLerp = transition( "0", "1", 200 ); zoomCycleFocusTransitionLerp = transition( "1", "0", 600 ); } } materials { "guis/assets/weapons/sniper/border" "guis/assets/weapons/sniper/border" "guis/assets/weapons/sniper/circle" "guis/assets/weapons/sniper/circle" "guis/assets/weapons/sniper/circlelines1" "guis/assets/weapons/sniper/circlelines1" "guis/assets/weapons/sniper/circlelines2" "guis/assets/weapons/sniper/circlelines2" "guis/assets/weapons/sniper/circleticks" "guis/assets/weapons/sniper/circleticks" "guis/assets/ethud/strogg/shield" "guis/assets/ethud/strogg/shield" } windowDef desktop { properties { rect rect = 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT; } windowDef background { properties { rect rect = gui.borderWidth, 0, VIRTUAL_WIDTH - gui.borderWidth, VIRTUAL_HEIGHT; } __underlays( "effect" ) } } //__sniper_lines( "noborder", "circles" ) }