#include gui game/sights/repair_drone { properties { float oldPostProcess; } events { onActivate { oldPostProcess = immediate( globals.gameHud.showPostProcess ); globals.gameHud.showPostProcess = 1; } onDeactivate { globals.gameHud.showPostProcess = immediate( oldPostProcess ); } } materials { "textures/sfx/railgunScope" "textures/sfx/railgunScope" "binocs" "guis/assets/qet/binocs" "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" } windowDef desktop { } windowDef scopeEffect { properties { color backColor = 0.3, 1, 1, 1; string material = "textures/sfx/railgunScope"; } } windowDef binobgTicks { properties { rect rect = 90,20,460,440; color backColor = 1,0,0,0.8; string material = "guis/assets/weapons/sniper/circleticks"; float rotation = player.yaw + 78; } timeline { onTime 50 { backColor = transition( "1,0,0,0.8", "0.75,0,0,0.8", 50 ); } onTime 100 { backColor = transition( "0.75,0,0,0.8", "1,0,0,0.8", 50 ); timeline.default.resetTime( 0 ); } } } windowDef binobgTL { properties { rect rect = -40,-100,360,340; color backColor = 0,0,0,1; string material = "guis/assets/weapons/sniper/circle"; } timeline { onTime 0 { backColor.a = transition( 0, 1, 350 ); } } } windowDef binobgTR { properties { rect rect = 320,-100,-360,340; color backColor = 0,0,0,1; string material = "guis/assets/weapons/sniper/circle"; } timeline { onTime 0 { backColor.a = transition( 0, 1, 350 ); } } } windowDef binobgBL { properties { rect rect = -40,240,360,-340; color backColor = 0,0,0,1; string material = "guis/assets/weapons/sniper/circle"; } timeline { onTime 0 { backColor.a = transition( 0, 1, 350 ); } } } windowDef binobgBR { properties { rect rect = 320,240,-360,-340; color backColor = 0,0,0,1; string material = "guis/assets/weapons/sniper/circle"; } timeline { onTime 0 { backColor.a = transition( 0, 1, 350 ); } } } windowDef binocularsBlockLeft { properties { rect rect = 0,0,30,480; color backColor = 0,0,0,1; } timeline { onTime 0 { backColor.a = transition( 0, 1, 250 ); } } } windowDef binocularsBlockRight { properties { rect rect = 610,0,30,480; color backColor = 0,0,0,1; } timeline { onTime 0 { backColor.a = transition( 0, 1, 250 ); } } } windowDef binoculars { properties { rect rect = 30,0,580,480; color backColor = 1,1,1,1; string material = "binocs"; } timeline { onTime 0 { backColor.a = transition( 0, 1, 250 ); } } } }