Sprite_scope = Instantiatable_class:inherit({ images = { fore = { texture = "blank.png", scale = {x=13,y=13}, movement_multiplier = 1, }, back = { texture = "blank.png", scale = {x=10,y=10}, movement_multiplier = -1, opacity_delay = 2, }, reticle = { texture = "gun_mrkr.png", scale = {x=.5,y=.5}, movement_multiplier = 1, misalignment_opacity_threshold_angle = 3, misalignment_opacity_maximum_angle = 8, }, --mask = "blank.png", }, hide_gun = false, construct = function(def) if def.instance then assert(def.gun, "no gun instance provided") def.player = def.gun.player def.handler = def.gun.handler def.elements = {} local new_images = table.deep_copy(def.images) if def.images then def.images = table.fill(new_images, def.images) end def.elements.fore = def.player:hud_add{ hud_elem_type = "image", position = {x=.5,y=.5}, scale = def.images.fore.scale, text = "blank.png", } def.elements.back = def.player:hud_add{ hud_elem_type = "image", position = {x=.5,y=.5}, scale = def.images.back.scale, text = "blank.png", } def.elements.reticle = def.player:hud_add{ hud_elem_type = "image", position = {x=.5,y=.5}, scale = def.images.reticle.scale, text = "blank.png", } end end }) function Sprite_scope:update() local handler = self.handler if handler.wininfo and self.handler.control_bools.ads then local dir = self.gun.local_dir local ratio = handler.wininfo.size.x/handler.wininfo.size.y local added_pos if handler.ads_location ~= 1 then dir = dir + (self.gun.properties.ads.offset+vector.new(self.gun.properties.ads.horizontal_offset,0,0))*0 end local fov = self.player:get_fov() local v1 = Point_to_hud(dir, fov, ratio) local v2 = Point_to_hud(self.gun.local_paxial_dir, fov, ratio) self.player:hud_change(self.elements.fore, "position", {x=(v1.x*self.images.fore.movement_multiplier)+.5, y=(v1.y*self.images.fore.movement_multiplier)+.5}) self.player:hud_change(self.elements.back, "position", {x=(v2.x*self.images.back.movement_multiplier)+.5, y=(v2.y*self.images.back.movement_multiplier)+.5}) self.player:hud_change(self.elements.reticle, "position", {x=(v1.x*self.images.reticle.movement_multiplier)+.5, y=(v1.y*self.images.reticle.movement_multiplier)+.5}) --update textures end local angle =math.sqrt(self.gun.offsets.total_offset_rotation.gun_axial.x^2+self.gun.offsets.total_offset_rotation.gun_axial.y^2) for i, v in pairs(self.elements) do local def = self.images[i] local tex = def.texture --"smoother is better" it's not. Apparently, this creates a new image each time. It is, however, cached. So i'd rather have --25 possible images, instead of 255. local factor = 1 if def.misalignment_opacity_threshold_angle then if def.misalignment_opacity_threshold_angle < angle then factor = (factor - ((angle-def.misalignment_opacity_threshold_angle)/def.misalignment_opacity_maximum_angle)) end end self.player:hud_change(v, "text", tex.."^[opacity:"..tostring(math.ceil((25.5*handler.ads_location))*10)) end end function Sprite_scope:prepare_deletion() for i, v in pairs(self.elements) do self.player:hud_remove(v) end end