#include #include #include gui game/sights/third_eye { properties { float flags = immediate( flags ) | GUI_FULLSCREEN; float borderWidth = ceil( SCREEN_WIDTH - VIRTUAL_WIDTH ) * 0.5f; } events { onActivate { globals.gameHud.showPostProcess = immediate( globals.gameHud.showPostProcess + 1 ); setShaderParm( 5, globals.gameHud.signalStrength ); } onDeactivate { globals.gameHud.showPostProcess = immediate( globals.gameHud.showPostProcess - 1 ); } onPropertyChanged "globals.gameHud.signalStrength" { setShaderParm( 5, globals.gameHud.signalStrength ); } onNamedEvent "onZoomCycle" { // zoomCycleTransitionLerp = transition( "0", "1", 200 ); } } materials { "scope_fx" "textures/sfx/sniperScopeThirdEye" "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 { properties { rect rect = 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT; } windowDef background { properties { rect rect = gui.borderWidth, 0, VIRTUAL_WIDTH - gui.borderWidth, VIRTUAL_HEIGHT; } windowDef scopeEffect { properties { rect rect = -100, 0, VIRTUAL_WIDTH + 200, VIRTUAL_HEIGHT; color backColor = 1, 1, 1, 1; string material = "scope_fx"; } } 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 ); } } } } /*windowDef infoText { properties { rect rect = CENTER_X - ( rect.w * 0.5f ), 420, 320, 50; wstring keyText = gui.blankWStr; wstring keyText2 = gui.blankWStr; wstring text = localizeArgs( "guis/game/viewer/destruct/third_eye", keyText, keyText2 ); float fontSize = 14; float visible = 1; float flags = immediate( flags ) | WF_MULTILINE_TEXT; } events { onCreate "visible" { if ( visible ) { keyText = gui.getKeyBind( "_attack", "" ); keyText2 = gui.getKeyBind( "_altattack", "" ); } } } }*/ windowDef bars { properties { rect rect = gui.borderWidth, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT; handle white = gui.cacheMaterial( "_mat", "white" ); float barWidth = ( ( SCREEN_WIDTH - rect.w ) * 0.5f ); float screenHeight = SCREEN_HEIGHT; } events { onPreDraw { drawCachedMaterial( white, "0, 0, gui.borderWidth, screenHeight", COLOR_BLACK ); drawCachedMaterial( white, "gui.borderWidth + rect.w, 0, gui.borderWidth, screenHeight", COLOR_BLACK ); gui.scriptPushFloat( false ); } } } } }