Browse Source

Added all initial files
Still using old data from old program
Added a little bit of old code and set layout

BunnyRabbit2 4 years ago
parent
commit
0bc0226a72
82 changed files with 1663 additions and 0 deletions
  1. 20 0
      BF3SnipingComputer.sln
  2. 6 0
      BF3SnipingComputer/App.config
  3. 297 0
      BF3SnipingComputer/BF3SnipingComputer.csproj
  4. 493 0
      BF3SnipingComputer/Form1.Designer.cs
  5. 29 0
      BF3SnipingComputer/Form1.cs
  6. 120 0
      BF3SnipingComputer/Form1.resx
  7. 22 0
      BF3SnipingComputer/Program.cs
  8. 36 0
      BF3SnipingComputer/Properties/AssemblyInfo.cs
  9. 71 0
      BF3SnipingComputer/Properties/Resources.Designer.cs
  10. 117 0
      BF3SnipingComputer/Properties/Resources.resx
  11. 30 0
      BF3SnipingComputer/Properties/Settings.Designer.cs
  12. 7 0
      BF3SnipingComputer/Properties/Settings.settings
  13. 7 0
      BF3SnipingComputer/Sights.txt
  14. 5 0
      BF3SnipingComputer/Sights/ACOG_4x.txt
  15. 5 0
      BF3SnipingComputer/Sights/Ballistic_12x.txt
  16. 5 0
      BF3SnipingComputer/Sights/Ballistic_8x.txt
  17. 5 0
      BF3SnipingComputer/Sights/M145_(3.4x).txt
  18. 5 0
      BF3SnipingComputer/Sights/PKS-07_(7x).txt
  19. 5 0
      BF3SnipingComputer/Sights/PSO-1_(4x).txt
  20. 5 0
      BF3SnipingComputer/Sights/Rifle Scope_(6x).txt
  21. 20 0
      BF3SnipingComputer/Structs.cs
  22. 53 0
      BF3SnipingComputer/Weapons.txt
  23. 5 0
      BF3SnipingComputer/Weapons/870MCS.txt
  24. 5 0
      BF3SnipingComputer/Weapons/A-91.txt
  25. 5 0
      BF3SnipingComputer/Weapons/ACW-R.txt
  26. 5 0
      BF3SnipingComputer/Weapons/AEK-971.txt
  27. 5 0
      BF3SnipingComputer/Weapons/AK-74M.txt
  28. 5 0
      BF3SnipingComputer/Weapons/AKS-74u.txt
  29. 5 0
      BF3SnipingComputer/Weapons/AN-94.txt
  30. 5 0
      BF3SnipingComputer/Weapons/AS VAL.txt
  31. 5 0
      BF3SnipingComputer/Weapons/AUG A3.txt
  32. 5 0
      BF3SnipingComputer/Weapons/DAO-12.txt
  33. 5 0
      BF3SnipingComputer/Weapons/F2000.txt
  34. 5 0
      BF3SnipingComputer/Weapons/FAMAS.txt
  35. 5 0
      BF3SnipingComputer/Weapons/G36C.txt
  36. 5 0
      BF3SnipingComputer/Weapons/G3A3.txt
  37. 5 0
      BF3SnipingComputer/Weapons/G53.txt
  38. 5 0
      BF3SnipingComputer/Weapons/JNG-90.txt
  39. 5 0
      BF3SnipingComputer/Weapons/KH2002.txt
  40. 5 0
      BF3SnipingComputer/Weapons/L85A2.txt
  41. 5 0
      BF3SnipingComputer/Weapons/L86A2.txt
  42. 5 0
      BF3SnipingComputer/Weapons/L96.txt
  43. 5 0
      BF3SnipingComputer/Weapons/LSAT.txt
  44. 5 0
      BF3SnipingComputer/Weapons/M1014.txt
  45. 5 0
      BF3SnipingComputer/Weapons/M16A3.txt
  46. 5 0
      BF3SnipingComputer/Weapons/M16A4.txt
  47. 5 0
      BF3SnipingComputer/Weapons/M240B.txt
  48. 5 0
      BF3SnipingComputer/Weapons/M27 IAR.txt
  49. 5 0
      BF3SnipingComputer/Weapons/M39 EBR.txt
  50. 5 0
      BF3SnipingComputer/Weapons/M4.txt
  51. 5 0
      BF3SnipingComputer/Weapons/M40A5.txt
  52. 5 0
      BF3SnipingComputer/Weapons/M416.txt
  53. 5 0
      BF3SnipingComputer/Weapons/M417.txt
  54. 5 0
      BF3SnipingComputer/Weapons/M4A1.txt
  55. 5 0
      BF3SnipingComputer/Weapons/M5K.txt
  56. 5 0
      BF3SnipingComputer/Weapons/M60E4.txt
  57. 5 0
      BF3SnipingComputer/Weapons/M98B.txt
  58. 5 0
      BF3SnipingComputer/Weapons/MG36.txt
  59. 5 0
      BF3SnipingComputer/Weapons/MK3A1.txt
  60. 5 0
      BF3SnipingComputer/Weapons/MP7.txt
  61. 5 0
      BF3SnipingComputer/Weapons/MTAR-21.txt
  62. 5 0
      BF3SnipingComputer/Weapons/Mk11.txt
  63. 5 0
      BF3SnipingComputer/Weapons/P90.txt
  64. 5 0
      BF3SnipingComputer/Weapons/PDW-R.txt
  65. 5 0
      BF3SnipingComputer/Weapons/PKP.txt
  66. 5 0
      BF3SnipingComputer/Weapons/PP-19.txt
  67. 5 0
      BF3SnipingComputer/Weapons/PP-2000.txt
  68. 5 0
      BF3SnipingComputer/Weapons/QBB-95.txt
  69. 5 0
      BF3SnipingComputer/Weapons/QBU-88.txt
  70. 5 0
      BF3SnipingComputer/Weapons/QBZ-95B.txt
  71. 5 0
      BF3SnipingComputer/Weapons/RPK-74M.txt
  72. 5 0
      BF3SnipingComputer/Weapons/SAIGA 12K.txt
  73. 5 0
      BF3SnipingComputer/Weapons/SCAR-H.txt
  74. 5 0
      BF3SnipingComputer/Weapons/SCAR-L.txt
  75. 5 0
      BF3SnipingComputer/Weapons/SG553.txt
  76. 5 0
      BF3SnipingComputer/Weapons/SKS.txt
  77. 5 0
      BF3SnipingComputer/Weapons/SPAS-12.txt
  78. 5 0
      BF3SnipingComputer/Weapons/SV98.txt
  79. 5 0
      BF3SnipingComputer/Weapons/SVD.txt
  80. 5 0
      BF3SnipingComputer/Weapons/Type 88.txt
  81. 5 0
      BF3SnipingComputer/Weapons/UMP-45.txt
  82. 5 0
      BF3SnipingComputer/Weapons/USAS-12.txt

+ 20 - 0
BF3SnipingComputer.sln

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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 2012 for Windows Desktop
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BF3SnipingComputer", "BF3SnipingComputer\BF3SnipingComputer.csproj", "{6B125D8C-8129-4386-A41F-DA156C097898}"
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EndProject
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Global
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	GlobalSection(SolutionConfigurationPlatforms) = preSolution
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		Debug|Any CPU = Debug|Any CPU
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		Release|Any CPU = Release|Any CPU
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	EndGlobalSection
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	GlobalSection(ProjectConfigurationPlatforms) = postSolution
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		{6B125D8C-8129-4386-A41F-DA156C097898}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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		{6B125D8C-8129-4386-A41F-DA156C097898}.Debug|Any CPU.Build.0 = Debug|Any CPU
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		{6B125D8C-8129-4386-A41F-DA156C097898}.Release|Any CPU.ActiveCfg = Release|Any CPU
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		{6B125D8C-8129-4386-A41F-DA156C097898}.Release|Any CPU.Build.0 = Release|Any CPU
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	EndGlobalSection
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	GlobalSection(SolutionProperties) = preSolution
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		HideSolutionNode = FALSE
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	EndGlobalSection
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EndGlobal

+ 6 - 0
BF3SnipingComputer/App.config

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<?xml version="1.0" encoding="utf-8" ?>
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<configuration>
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    <startup> 
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        <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />
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    </startup>
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</configuration>

+ 297 - 0
BF3SnipingComputer/BF3SnipingComputer.csproj

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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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  <PropertyGroup>
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    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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    <ProjectGuid>{6B125D8C-8129-4386-A41F-DA156C097898}</ProjectGuid>
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    <OutputType>WinExe</OutputType>
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    <AppDesignerFolder>Properties</AppDesignerFolder>
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    <RootNamespace>BF3SnipingComputer</RootNamespace>
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    <AssemblyName>BF3SnipingComputer</AssemblyName>
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    <TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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    <FileAlignment>512</FileAlignment>
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  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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    <PlatformTarget>AnyCPU</PlatformTarget>
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    <DebugSymbols>true</DebugSymbols>
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    <DebugType>full</DebugType>
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    <Optimize>false</Optimize>
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    <OutputPath>bin\Debug\</OutputPath>
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    <DefineConstants>DEBUG;TRACE</DefineConstants>
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    <ErrorReport>prompt</ErrorReport>
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    <WarningLevel>4</WarningLevel>
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  </PropertyGroup>
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  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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    <PlatformTarget>AnyCPU</PlatformTarget>
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    <DebugType>pdbonly</DebugType>
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    <Optimize>true</Optimize>
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    <OutputPath>bin\Release\</OutputPath>
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    <DefineConstants>TRACE</DefineConstants>
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    <ErrorReport>prompt</ErrorReport>
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    <WarningLevel>4</WarningLevel>
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  </PropertyGroup>
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  <ItemGroup>
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    <Reference Include="System" />
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    <Reference Include="System.Core" />
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    <Reference Include="System.Xml.Linq" />
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    <Reference Include="System.Data.DataSetExtensions" />
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    <Reference Include="Microsoft.CSharp" />
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    <Reference Include="System.Data" />
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    <Reference Include="System.Deployment" />
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    <Reference Include="System.Drawing" />
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    <Reference Include="System.Windows.Forms" />
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    <Reference Include="System.Xml" />
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  </ItemGroup>
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  <ItemGroup>
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    <Compile Include="Form1.cs">
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      <SubType>Form</SubType>
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    </Compile>
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    <Compile Include="Form1.Designer.cs">
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      <DependentUpon>Form1.cs</DependentUpon>
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    </Compile>
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    <Compile Include="Program.cs" />
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    <Compile Include="Properties\AssemblyInfo.cs" />
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    <EmbeddedResource Include="Form1.resx">
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      <DependentUpon>Form1.cs</DependentUpon>
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    </EmbeddedResource>
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    <EmbeddedResource Include="Properties\Resources.resx">
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      <Generator>ResXFileCodeGenerator</Generator>
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      <LastGenOutput>Resources.Designer.cs</LastGenOutput>
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      <SubType>Designer</SubType>
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    </EmbeddedResource>
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    <Compile Include="Properties\Resources.Designer.cs">
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      <AutoGen>True</AutoGen>
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      <DependentUpon>Resources.resx</DependentUpon>
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    </Compile>
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    <None Include="Properties\Settings.settings">
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      <Generator>SettingsSingleFileGenerator</Generator>
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      <LastGenOutput>Settings.Designer.cs</LastGenOutput>
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    </None>
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    <Compile Include="Properties\Settings.Designer.cs">
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      <AutoGen>True</AutoGen>
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      <DependentUpon>Settings.settings</DependentUpon>
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      <DesignTimeSharedInput>True</DesignTimeSharedInput>
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    </Compile>
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  </ItemGroup>
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  <ItemGroup>
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    <None Include="App.config" />
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  </ItemGroup>
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  <ItemGroup>
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    <Content Include="Sights.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Sights\ACOG_4x.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Sights\Ballistic_12x.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Sights\Ballistic_8x.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Sights\M145_%283.4x%29.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Sights\PKS-07_%287x%29.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Sights\PSO-1_%284x%29.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Sights\Rifle Scope_%286x%29.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\870MCS.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\A-91.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\ACW-R.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\AEK-971.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\AK-74M.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\AKS-74u.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\AN-94.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\AS VAL.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\AUG A3.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\DAO-12.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\F2000.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\FAMAS.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\G36C.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\G3A3.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\G53.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\JNG-90.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\KH2002.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\L85A2.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\L86A2.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\L96.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\LSAT.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\M1014.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\M16A3.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\M16A4.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\M240B.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\M27 IAR.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\M39 EBR.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\M4.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\M40A5.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\M417.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\M4A1.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\M5K.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\M98B.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\MG36.txt">
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    <Content Include="Weapons\MK3A1.txt">
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    <Content Include="Weapons\MTAR-21.txt">
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    </Content>
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    <Content Include="Weapons\PP-2000.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\SAIGA 12K.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    <Content Include="Weapons\SPAS-12.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\SVD.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\Type 88.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\UMP-45.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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    <Content Include="Weapons\USAS-12.txt">
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      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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    </Content>
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  </ItemGroup>
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  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
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       Other similar extension points exist, see Microsoft.Common.targets.
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  <Target Name="BeforeBuild">
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  </Target>
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  <Target Name="AfterBuild">
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  </Target>
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  -->
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</Project>

+ 493 - 0
BF3SnipingComputer/Form1.Designer.cs

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namespace BF3SnipingComputer
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{
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    partial class Form1
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    {
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        /// <summary>
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        /// Required designer variable.
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        /// </summary>
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        private System.ComponentModel.IContainer components = null;
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        /// <summary>
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        /// Clean up any resources being used.
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        /// </summary>
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        /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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        protected override void Dispose(bool disposing)
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        {
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            if (disposing && (components != null))
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            {
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                components.Dispose();
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            }
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            base.Dispose(disposing);
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        }
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        #region Windows Form Designer generated code
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        /// <summary>
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        /// Required method for Designer support - do not modify
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        /// the contents of this method with the code editor.
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        /// </summary>
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        private void InitializeComponent()
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        {
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            this.splitContainer1 = new System.Windows.Forms.SplitContainer();
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            this.groupBox1 = new System.Windows.Forms.GroupBox();
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            this.barrelTypeLabel = new System.Windows.Forms.Label();
34
            this.barrelTypeComboBox = new System.Windows.Forms.ComboBox();
35
            this.calculateDistanceButton = new System.Windows.Forms.Button();
36
            this.calculateMilButton = new System.Windows.Forms.Button();
37
            this.calculateSizeButton = new System.Windows.Forms.Button();
38
            this.weaponLabel = new System.Windows.Forms.Label();
39
            this.weaponComboBox = new System.Windows.Forms.ComboBox();
40
            this.sightLabel = new System.Windows.Forms.Label();
41
            this.sightComboBox = new System.Windows.Forms.ComboBox();
42
            this.sizeLabel = new System.Windows.Forms.Label();
43
            this.distanceLabel = new System.Windows.Forms.Label();
44
            this.milLabel = new System.Windows.Forms.Label();
45
            this.distanceTextBox = new System.Windows.Forms.TextBox();
46
            this.targetSizeTextBox = new System.Windows.Forms.TextBox();
47
            this.milsTextBox = new System.Windows.Forms.TextBox();
48
            this.maxRangeLabel = new System.Windows.Forms.Label();
49
            this.maxRangeOutput = new System.Windows.Forms.Label();
50
            this.mDropLabel = new System.Windows.Forms.Label();
51
            this.mDropOutput = new System.Windows.Forms.Label();
52
            this.timeToTargetLabel = new System.Windows.Forms.Label();
53
            this.timeToTargetOutput = new System.Windows.Forms.Label();
54
            this.velocityLabel = new System.Windows.Forms.Label();
55
            this.velocityOutputLabel = new System.Windows.Forms.Label();
56
            this.milDropLabel = new System.Windows.Forms.Label();
57
            this.milDropOutput = new System.Windows.Forms.Label();
58
            this.groupBox2 = new System.Windows.Forms.GroupBox();
59
            this.vodnikSizeLabel = new System.Windows.Forms.Label();
60
            this.humveeSizeLabel = new System.Windows.Forms.Label();
61
            this.bmpSizeLabel = new System.Windows.Forms.Label();
62
            this.lavSizeLabel = new System.Windows.Forms.Label();
63
            this.t90SizeLabel = new System.Windows.Forms.Label();
64
            this.abramsSizeLabel = new System.Windows.Forms.Label();
65
            this.truckCabHeightLabel = new System.Windows.Forms.Label();
66
            this.manSizeLabel = new System.Windows.Forms.Label();
67
            ((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit();
68
            this.splitContainer1.Panel1.SuspendLayout();
69
            this.splitContainer1.Panel2.SuspendLayout();
70
            this.splitContainer1.SuspendLayout();
71
            this.groupBox1.SuspendLayout();
72
            this.groupBox2.SuspendLayout();
73
            this.SuspendLayout();
74
            // 
75
            // splitContainer1
76
            // 
77
            this.splitContainer1.Dock = System.Windows.Forms.DockStyle.Fill;
78
            this.splitContainer1.Location = new System.Drawing.Point(0, 0);
79
            this.splitContainer1.Name = "splitContainer1";
80
            this.splitContainer1.Orientation = System.Windows.Forms.Orientation.Horizontal;
81
            // 
82
            // splitContainer1.Panel1
83
            // 
84
            this.splitContainer1.Panel1.Controls.Add(this.barrelTypeLabel);
85
            this.splitContainer1.Panel1.Controls.Add(this.barrelTypeComboBox);
86
            this.splitContainer1.Panel1.Controls.Add(this.calculateDistanceButton);
87
            this.splitContainer1.Panel1.Controls.Add(this.calculateMilButton);
88
            this.splitContainer1.Panel1.Controls.Add(this.calculateSizeButton);
89
            this.splitContainer1.Panel1.Controls.Add(this.weaponLabel);
90
            this.splitContainer1.Panel1.Controls.Add(this.weaponComboBox);
91
            this.splitContainer1.Panel1.Controls.Add(this.sightLabel);
92
            this.splitContainer1.Panel1.Controls.Add(this.sightComboBox);
93
            this.splitContainer1.Panel1.Controls.Add(this.sizeLabel);
94
            this.splitContainer1.Panel1.Controls.Add(this.distanceLabel);
95
            this.splitContainer1.Panel1.Controls.Add(this.milLabel);
96
            this.splitContainer1.Panel1.Controls.Add(this.distanceTextBox);
97
            this.splitContainer1.Panel1.Controls.Add(this.targetSizeTextBox);
98
            this.splitContainer1.Panel1.Controls.Add(this.milsTextBox);
99
            // 
100
            // splitContainer1.Panel2
101
            // 
102
            this.splitContainer1.Panel2.Controls.Add(this.groupBox2);
103
            this.splitContainer1.Panel2.Controls.Add(this.groupBox1);
104
            this.splitContainer1.Size = new System.Drawing.Size(439, 463);
105
            this.splitContainer1.SplitterDistance = 179;
106
            this.splitContainer1.TabIndex = 0;
107
            // 
108
            // groupBox1
109
            // 
110
            this.groupBox1.Controls.Add(this.maxRangeLabel);
111
            this.groupBox1.Controls.Add(this.maxRangeOutput);
112
            this.groupBox1.Controls.Add(this.mDropLabel);
113
            this.groupBox1.Controls.Add(this.mDropOutput);
114
            this.groupBox1.Controls.Add(this.timeToTargetLabel);
115
            this.groupBox1.Controls.Add(this.timeToTargetOutput);
116
            this.groupBox1.Controls.Add(this.velocityLabel);
117
            this.groupBox1.Controls.Add(this.velocityOutputLabel);
118
            this.groupBox1.Controls.Add(this.milDropLabel);
119
            this.groupBox1.Controls.Add(this.milDropOutput);
120
            this.groupBox1.Location = new System.Drawing.Point(12, 3);
121
            this.groupBox1.Name = "groupBox1";
122
            this.groupBox1.Size = new System.Drawing.Size(212, 139);
123
            this.groupBox1.TabIndex = 0;
124
            this.groupBox1.TabStop = false;
125
            this.groupBox1.Text = "Shooting Details";
126
            // 
127
            // barrelTypeLabel
128
            // 
129
            this.barrelTypeLabel.AutoSize = true;
130
            this.barrelTypeLabel.Location = new System.Drawing.Point(12, 150);
131
            this.barrelTypeLabel.Name = "barrelTypeLabel";
132
            this.barrelTypeLabel.Size = new System.Drawing.Size(61, 13);
133
            this.barrelTypeLabel.TabIndex = 43;
134
            this.barrelTypeLabel.Text = "Barrel Type";
135
            // 
136
            // barrelTypeComboBox
137
            // 
138
            this.barrelTypeComboBox.FormattingEnabled = true;
139
            this.barrelTypeComboBox.Location = new System.Drawing.Point(151, 147);
140
            this.barrelTypeComboBox.Name = "barrelTypeComboBox";
141
            this.barrelTypeComboBox.Size = new System.Drawing.Size(269, 21);
142
            this.barrelTypeComboBox.TabIndex = 42;
143
            // 
144
            // calculateDistanceButton
145
            // 
146
            this.calculateDistanceButton.Location = new System.Drawing.Point(345, 62);
147
            this.calculateDistanceButton.Name = "calculateDistanceButton";
148
            this.calculateDistanceButton.Size = new System.Drawing.Size(75, 23);
149
            this.calculateDistanceButton.TabIndex = 39;
150
            this.calculateDistanceButton.Text = "Calculate";
151
            this.calculateDistanceButton.UseVisualStyleBackColor = true;
152
            // 
153
            // calculateMilButton
154
            // 
155
            this.calculateMilButton.Location = new System.Drawing.Point(345, 33);
156
            this.calculateMilButton.Name = "calculateMilButton";
157
            this.calculateMilButton.Size = new System.Drawing.Size(75, 23);
158
            this.calculateMilButton.TabIndex = 40;
159
            this.calculateMilButton.Text = "Calculate";
160
            this.calculateMilButton.UseVisualStyleBackColor = true;
161
            // 
162
            // calculateSizeButton
163
            // 
164
            this.calculateSizeButton.Location = new System.Drawing.Point(345, 4);
165
            this.calculateSizeButton.Name = "calculateSizeButton";
166
            this.calculateSizeButton.Size = new System.Drawing.Size(75, 23);
167
            this.calculateSizeButton.TabIndex = 41;
168
            this.calculateSizeButton.Text = "Calculate";
169
            this.calculateSizeButton.UseVisualStyleBackColor = true;
170
            // 
171
            // weaponLabel
172
            // 
173
            this.weaponLabel.AutoSize = true;
174
            this.weaponLabel.Location = new System.Drawing.Point(12, 122);
175
            this.weaponLabel.Name = "weaponLabel";
176
            this.weaponLabel.Size = new System.Drawing.Size(48, 13);
177
            this.weaponLabel.TabIndex = 38;
178
            this.weaponLabel.Text = "Weapon";
179
            // 
180
            // weaponComboBox
181
            // 
182
            this.weaponComboBox.FormattingEnabled = true;
183
            this.weaponComboBox.Location = new System.Drawing.Point(151, 119);
184
            this.weaponComboBox.Name = "weaponComboBox";
185
            this.weaponComboBox.Size = new System.Drawing.Size(269, 21);
186
            this.weaponComboBox.TabIndex = 37;
187
            // 
188
            // sightLabel
189
            // 
190
            this.sightLabel.AutoSize = true;
191
            this.sightLabel.Location = new System.Drawing.Point(12, 94);
192
            this.sightLabel.Name = "sightLabel";
193
            this.sightLabel.Size = new System.Drawing.Size(31, 13);
194
            this.sightLabel.TabIndex = 36;
195
            this.sightLabel.Text = "Sight";
196
            // 
197
            // sightComboBox
198
            // 
199
            this.sightComboBox.FormattingEnabled = true;
200
            this.sightComboBox.Location = new System.Drawing.Point(151, 91);
201
            this.sightComboBox.Name = "sightComboBox";
202
            this.sightComboBox.Size = new System.Drawing.Size(269, 21);
203
            this.sightComboBox.TabIndex = 35;
204
            // 
205
            // sizeLabel
206
            // 
207
            this.sizeLabel.AutoSize = true;
208
            this.sizeLabel.Location = new System.Drawing.Point(12, 9);
209
            this.sizeLabel.Name = "sizeLabel";
210
            this.sizeLabel.Size = new System.Drawing.Size(89, 13);
211
            this.sizeLabel.TabIndex = 30;
212
            this.sizeLabel.Text = "Target Size (in m)";
213
            // 
214
            // distanceLabel
215
            // 
216
            this.distanceLabel.AutoSize = true;
217
            this.distanceLabel.Location = new System.Drawing.Point(12, 67);
218
            this.distanceLabel.Name = "distanceLabel";
219
            this.distanceLabel.Size = new System.Drawing.Size(77, 13);
220
            this.distanceLabel.TabIndex = 34;
221
            this.distanceLabel.Text = "Distance (in m)";
222
            // 
223
            // milLabel
224
            // 
225
            this.milLabel.AutoSize = true;
226
            this.milLabel.Location = new System.Drawing.Point(12, 38);
227
            this.milLabel.Name = "milLabel";
228
            this.milLabel.Size = new System.Drawing.Size(102, 13);
229
            this.milLabel.TabIndex = 31;
230
            this.milLabel.Text = "Target Size (in lines)";
231
            // 
232
            // distanceTextBox
233
            // 
234
            this.distanceTextBox.Location = new System.Drawing.Point(151, 64);
235
            this.distanceTextBox.Name = "distanceTextBox";
236
            this.distanceTextBox.Size = new System.Drawing.Size(188, 20);
237
            this.distanceTextBox.TabIndex = 33;
238
            // 
239
            // targetSizeTextBox
240
            // 
241
            this.targetSizeTextBox.Location = new System.Drawing.Point(151, 6);
242
            this.targetSizeTextBox.Name = "targetSizeTextBox";
243
            this.targetSizeTextBox.Size = new System.Drawing.Size(188, 20);
244
            this.targetSizeTextBox.TabIndex = 29;
245
            // 
246
            // milsTextBox
247
            // 
248
            this.milsTextBox.Location = new System.Drawing.Point(151, 35);
249
            this.milsTextBox.Name = "milsTextBox";
250
            this.milsTextBox.Size = new System.Drawing.Size(188, 20);
251
            this.milsTextBox.TabIndex = 32;
252
            // 
253
            // maxRangeLabel
254
            // 
255
            this.maxRangeLabel.AutoSize = true;
256
            this.maxRangeLabel.Location = new System.Drawing.Point(6, 47);
257
            this.maxRangeLabel.Name = "maxRangeLabel";
258
            this.maxRangeLabel.Size = new System.Drawing.Size(86, 13);
259
            this.maxRangeLabel.TabIndex = 42;
260
            this.maxRangeLabel.Text = "Maximum Range";
261
            // 
262
            // maxRangeOutput
263
            // 
264
            this.maxRangeOutput.AutoSize = true;
265
            this.maxRangeOutput.Location = new System.Drawing.Point(142, 47);
266
            this.maxRangeOutput.Name = "maxRangeOutput";
267
            this.maxRangeOutput.Size = new System.Drawing.Size(24, 13);
268
            this.maxRangeOutput.TabIndex = 41;
269
            this.maxRangeOutput.Text = "0 m";
270
            // 
271
            // mDropLabel
272
            // 
273
            this.mDropLabel.AutoSize = true;
274
            this.mDropLabel.Location = new System.Drawing.Point(6, 91);
275
            this.mDropLabel.Name = "mDropLabel";
276
            this.mDropLabel.Size = new System.Drawing.Size(52, 13);
277
            this.mDropLabel.TabIndex = 40;
278
            this.mDropLabel.Text = "Drop in m";
279
            // 
280
            // mDropOutput
281
            // 
282
            this.mDropOutput.AutoSize = true;
283
            this.mDropOutput.Location = new System.Drawing.Point(142, 91);
284
            this.mDropOutput.Name = "mDropOutput";
285
            this.mDropOutput.Size = new System.Drawing.Size(24, 13);
286
            this.mDropOutput.TabIndex = 39;
287
            this.mDropOutput.Text = "0 m";
288
            // 
289
            // timeToTargetLabel
290
            // 
291
            this.timeToTargetLabel.AutoSize = true;
292
            this.timeToTargetLabel.Location = new System.Drawing.Point(6, 69);
293
            this.timeToTargetLabel.Name = "timeToTargetLabel";
294
            this.timeToTargetLabel.Size = new System.Drawing.Size(80, 13);
295
            this.timeToTargetLabel.TabIndex = 38;
296
            this.timeToTargetLabel.Text = "Time To Target";
297
            // 
298
            // timeToTargetOutput
299
            // 
300
            this.timeToTargetOutput.AutoSize = true;
301
            this.timeToTargetOutput.Location = new System.Drawing.Point(142, 69);
302
            this.timeToTargetOutput.Name = "timeToTargetOutput";
303
            this.timeToTargetOutput.Size = new System.Drawing.Size(56, 13);
304
            this.timeToTargetOutput.TabIndex = 37;
305
            this.timeToTargetOutput.Text = "0 seconds";
306
            // 
307
            // velocityLabel
308
            // 
309
            this.velocityLabel.AutoSize = true;
310
            this.velocityLabel.Location = new System.Drawing.Point(6, 25);
311
            this.velocityLabel.Name = "velocityLabel";
312
            this.velocityLabel.Size = new System.Drawing.Size(73, 13);
313
            this.velocityLabel.TabIndex = 36;
314
            this.velocityLabel.Text = "Bullet Velocity";
315
            // 
316
            // velocityOutputLabel
317
            // 
318
            this.velocityOutputLabel.AutoSize = true;
319
            this.velocityOutputLabel.Location = new System.Drawing.Point(142, 25);
320
            this.velocityOutputLabel.Name = "velocityOutputLabel";
321
            this.velocityOutputLabel.Size = new System.Drawing.Size(34, 13);
322
            this.velocityOutputLabel.TabIndex = 35;
323
            this.velocityOutputLabel.Text = "0 m/s";
324
            // 
325
            // milDropLabel
326
            // 
327
            this.milDropLabel.AutoSize = true;
328
            this.milDropLabel.Location = new System.Drawing.Point(6, 113);
329
            this.milDropLabel.Name = "milDropLabel";
330
            this.milDropLabel.Size = new System.Drawing.Size(61, 13);
331
            this.milDropLabel.TabIndex = 34;
332
            this.milDropLabel.Text = "Drop in mils";
333
            // 
334
            // milDropOutput
335
            // 
336
            this.milDropOutput.AutoSize = true;
337
            this.milDropOutput.Location = new System.Drawing.Point(142, 113);
338
            this.milDropOutput.Name = "milDropOutput";
339
            this.milDropOutput.Size = new System.Drawing.Size(33, 13);
340
            this.milDropOutput.TabIndex = 33;
341
            this.milDropOutput.Text = "0 mils";
342
            // 
343
            // groupBox2
344
            // 
345
            this.groupBox2.Controls.Add(this.vodnikSizeLabel);
346
            this.groupBox2.Controls.Add(this.humveeSizeLabel);
347
            this.groupBox2.Controls.Add(this.bmpSizeLabel);
348
            this.groupBox2.Controls.Add(this.lavSizeLabel);
349
            this.groupBox2.Controls.Add(this.t90SizeLabel);
350
            this.groupBox2.Controls.Add(this.abramsSizeLabel);
351
            this.groupBox2.Controls.Add(this.truckCabHeightLabel);
352
            this.groupBox2.Controls.Add(this.manSizeLabel);
353
            this.groupBox2.Location = new System.Drawing.Point(12, 148);
354
            this.groupBox2.Name = "groupBox2";
355
            this.groupBox2.Size = new System.Drawing.Size(274, 120);
356
            this.groupBox2.TabIndex = 0;
357
            this.groupBox2.TabStop = false;
358
            this.groupBox2.Text = "Object Sizes. Click to put in Target Size";
359
            // 
360
            // vodnikSizeLabel
361
            // 
362
            this.vodnikSizeLabel.AutoSize = true;
363
            this.vodnikSizeLabel.Location = new System.Drawing.Point(142, 48);
364
            this.vodnikSizeLabel.Name = "vodnikSizeLabel";
365
            this.vodnikSizeLabel.Size = new System.Drawing.Size(92, 13);
366
            this.vodnikSizeLabel.TabIndex = 31;
367
            this.vodnikSizeLabel.Text = "Vodnik = m height";
368
            // 
369
            // humveeSizeLabel
370
            // 
371
            this.humveeSizeLabel.AutoSize = true;
372
            this.humveeSizeLabel.Location = new System.Drawing.Point(142, 26);
373
            this.humveeSizeLabel.Name = "humveeSizeLabel";
374
            this.humveeSizeLabel.Size = new System.Drawing.Size(114, 13);
375
            this.humveeSizeLabel.TabIndex = 30;
376
            this.humveeSizeLabel.Text = "Humvee = 2.2m height";
377
            // 
378
            // bmpSizeLabel
379
            // 
380
            this.bmpSizeLabel.AutoSize = true;
381
            this.bmpSizeLabel.Location = new System.Drawing.Point(142, 93);
382
            this.bmpSizeLabel.Name = "bmpSizeLabel";
383
            this.bmpSizeLabel.Size = new System.Drawing.Size(82, 13);
384
            this.bmpSizeLabel.TabIndex = 29;
385
            this.bmpSizeLabel.Text = "BMP = m height";
386
            // 
387
            // lavSizeLabel
388
            // 
389
            this.lavSizeLabel.AutoSize = true;
390
            this.lavSizeLabel.Location = new System.Drawing.Point(142, 71);
391
            this.lavSizeLabel.Name = "lavSizeLabel";
392
            this.lavSizeLabel.Size = new System.Drawing.Size(94, 13);
393
            this.lavSizeLabel.TabIndex = 28;
394
            this.lavSizeLabel.Text = "LAV = 3.5m height";
395
            // 
396
            // t90SizeLabel
397
            // 
398
            this.t90SizeLabel.AutoSize = true;
399
            this.t90SizeLabel.Location = new System.Drawing.Point(6, 93);
400
            this.t90SizeLabel.Name = "t90SizeLabel";
401
            this.t90SizeLabel.Size = new System.Drawing.Size(78, 13);
402
            this.t90SizeLabel.TabIndex = 27;
403
            this.t90SizeLabel.Text = "T90 = m height";
404
            // 
405
            // abramsSizeLabel
406
            // 
407
            this.abramsSizeLabel.AutoSize = true;
408
            this.abramsSizeLabel.Location = new System.Drawing.Point(6, 71);
409
            this.abramsSizeLabel.Name = "abramsSizeLabel";
410
            this.abramsSizeLabel.Size = new System.Drawing.Size(133, 13);
411
            this.abramsSizeLabel.TabIndex = 26;
412
            this.abramsSizeLabel.Text = "M1 Abrams 2.75= m height";
413
            // 
414
            // truckCabHeightLabel
415
            // 
416
            this.truckCabHeightLabel.AutoSize = true;
417
            this.truckCabHeightLabel.Location = new System.Drawing.Point(6, 48);
418
            this.truckCabHeightLabel.Name = "truckCabHeightLabel";
419
            this.truckCabHeightLabel.Size = new System.Drawing.Size(115, 13);
420
            this.truckCabHeightLabel.TabIndex = 25;
421
            this.truckCabHeightLabel.Text = "Truck Cab = 4m height";
422
            // 
423
            // manSizeLabel
424
            // 
425
            this.manSizeLabel.AutoSize = true;
426
            this.manSizeLabel.Location = new System.Drawing.Point(6, 26);
427
            this.manSizeLabel.Name = "manSizeLabel";
428
            this.manSizeLabel.Size = new System.Drawing.Size(95, 13);
429
            this.manSizeLabel.TabIndex = 24;
430
            this.manSizeLabel.Text = "Man = 1.7m height";
431
            // 
432
            // Form1
433
            // 
434
            this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
435
            this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
436
            this.ClientSize = new System.Drawing.Size(439, 463);
437
            this.Controls.Add(this.splitContainer1);
438
            this.Name = "Form1";
439
            this.Text = "Battlefield 3 Sniping Computer";
440
            this.splitContainer1.Panel1.ResumeLayout(false);
441
            this.splitContainer1.Panel1.PerformLayout();
442
            this.splitContainer1.Panel2.ResumeLayout(false);
443
            ((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).EndInit();
444
            this.splitContainer1.ResumeLayout(false);
445
            this.groupBox1.ResumeLayout(false);
446
            this.groupBox1.PerformLayout();
447
            this.groupBox2.ResumeLayout(false);
448
            this.groupBox2.PerformLayout();
449
            this.ResumeLayout(false);
450
451
        }
452
453
        #endregion
454
455
        private System.Windows.Forms.SplitContainer splitContainer1;
456
        private System.Windows.Forms.Label barrelTypeLabel;
457
        private System.Windows.Forms.ComboBox barrelTypeComboBox;
458
        private System.Windows.Forms.Button calculateDistanceButton;
459
        private System.Windows.Forms.Button calculateMilButton;
460
        private System.Windows.Forms.Button calculateSizeButton;
461
        private System.Windows.Forms.Label weaponLabel;
462
        private System.Windows.Forms.ComboBox weaponComboBox;
463
        private System.Windows.Forms.Label sightLabel;
464
        private System.Windows.Forms.ComboBox sightComboBox;
465
        private System.Windows.Forms.Label sizeLabel;
466
        private System.Windows.Forms.Label distanceLabel;
467
        private System.Windows.Forms.Label milLabel;
468
        private System.Windows.Forms.TextBox distanceTextBox;
469
        private System.Windows.Forms.TextBox targetSizeTextBox;
470
        private System.Windows.Forms.TextBox milsTextBox;
471
        private System.Windows.Forms.GroupBox groupBox2;
472
        private System.Windows.Forms.Label vodnikSizeLabel;
473
        private System.Windows.Forms.Label humveeSizeLabel;
474
        private System.Windows.Forms.Label bmpSizeLabel;
475
        private System.Windows.Forms.Label lavSizeLabel;
476
        private System.Windows.Forms.Label t90SizeLabel;
477
        private System.Windows.Forms.Label abramsSizeLabel;
478
        private System.Windows.Forms.Label truckCabHeightLabel;
479
        private System.Windows.Forms.Label manSizeLabel;
480
        private System.Windows.Forms.GroupBox groupBox1;
481
        private System.Windows.Forms.Label maxRangeLabel;
482
        private System.Windows.Forms.Label maxRangeOutput;
483
        private System.Windows.Forms.Label mDropLabel;
484
        private System.Windows.Forms.Label mDropOutput;
485
        private System.Windows.Forms.Label timeToTargetLabel;
486
        private System.Windows.Forms.Label timeToTargetOutput;
487
        private System.Windows.Forms.Label velocityLabel;
488
        private System.Windows.Forms.Label velocityOutputLabel;
489
        private System.Windows.Forms.Label milDropLabel;
490
        private System.Windows.Forms.Label milDropOutput;
491
    }
492
}
493

+ 29 - 0
BF3SnipingComputer/Form1.cs

@ -0,0 +1,29 @@
1
using System;
2
using System.Collections.Generic;
3
using System.ComponentModel;
4
using System.Data;
5
using System.Drawing;
6
using System.Linq;
7
using System.Text;
8
using System.Threading.Tasks;
9
using System.Windows.Forms;
10
11
namespace BF3SnipingComputer
12
{
13
    public partial class Form1 : Form
14
    {
15
        private int milMultiplier;
16
        private List<Weapon> weaponList;
17
        private List<Sight> sightList;
18
        private Weapon currentWeapon;
19
        private Sight currentSight;
20
        private List<string> weaponsFileList;
21
        private List<string> sightsFileList;
22
        private List<string> barrelTypes;
23
24
        public Form1()
25
        {
26
            InitializeComponent();
27
        }
28
    }
29
}

+ 120 - 0
BF3SnipingComputer/Form1.resx

@ -0,0 +1,120 @@
1
<?xml version="1.0" encoding="utf-8"?>
2
<root>
3
  <!-- 
4
    Microsoft ResX Schema 
5
    
6
    Version 2.0
7
    
8
    The primary goals of this format is to allow a simple XML format 
9
    that is mostly human readable. The generation and parsing of the 
10
    various data types are done through the TypeConverter classes 
11
    associated with the data types.
12
    
13
    Example:
14
    
15
    ... ado.net/XML headers & schema ...
16
    <resheader name="resmimetype">text/microsoft-resx</resheader>
17
    <resheader name="version">2.0</resheader>
18
    <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
19
    <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
20
    <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
21
    <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
22
    <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
23
        <value>[base64 mime encoded serialized .NET Framework object]</value>
24
    </data>
25
    <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
26
        <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
27
        <comment>This is a comment</comment>
28
    </data>
29
                
30
    There are any number of "resheader" rows that contain simple 
31
    name/value pairs.
32
    
33
    Each data row contains a name, and value. The row also contains a 
34
    type or mimetype. Type corresponds to a .NET class that support 
35
    text/value conversion through the TypeConverter architecture. 
36
    Classes that don't support this are serialized and stored with the 
37
    mimetype set.
38
    
39
    The mimetype is used for serialized objects, and tells the 
40
    ResXResourceReader how to depersist the object. This is currently not 
41
    extensible. For a given mimetype the value must be set accordingly:
42
    
43
    Note - application/x-microsoft.net.object.binary.base64 is the format 
44
    that the ResXResourceWriter will generate, however the reader can 
45
    read any of the formats listed below.
46
    
47
    mimetype: application/x-microsoft.net.object.binary.base64
48
    value   : The object must be serialized with 
49
            : System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
50
            : and then encoded with base64 encoding.
51
    
52
    mimetype: application/x-microsoft.net.object.soap.base64
53
    value   : The object must be serialized with 
54
            : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
55
            : and then encoded with base64 encoding.
56
57
    mimetype: application/x-microsoft.net.object.bytearray.base64
58
    value   : The object must be serialized into a byte array 
59
            : using a System.ComponentModel.TypeConverter
60
            : and then encoded with base64 encoding.
61
    -->
62
  <xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
63
    <xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
64
    <xsd:element name="root" msdata:IsDataSet="true">
65
      <xsd:complexType>
66
        <xsd:choice maxOccurs="unbounded">
67
          <xsd:element name="metadata">
68
            <xsd:complexType>
69
              <xsd:sequence>
70
                <xsd:element name="value" type="xsd:string" minOccurs="0" />
71
              </xsd:sequence>
72
              <xsd:attribute name="name" use="required" type="xsd:string" />
73
              <xsd:attribute name="type" type="xsd:string" />
74
              <xsd:attribute name="mimetype" type="xsd:string" />
75
              <xsd:attribute ref="xml:space" />
76
            </xsd:complexType>
77
          </xsd:element>
78
          <xsd:element name="assembly">
79
            <xsd:complexType>
80
              <xsd:attribute name="alias" type="xsd:string" />
81
              <xsd:attribute name="name" type="xsd:string" />
82
            </xsd:complexType>
83
          </xsd:element>
84
          <xsd:element name="data">
85
            <xsd:complexType>
86
              <xsd:sequence>
87
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
88
                <xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
89
              </xsd:sequence>
90
              <xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
91
              <xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
92
              <xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
93
              <xsd:attribute ref="xml:space" />
94
            </xsd:complexType>
95
          </xsd:element>
96
          <xsd:element name="resheader">
97
            <xsd:complexType>
98
              <xsd:sequence>
99
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
100
              </xsd:sequence>
101
              <xsd:attribute name="name" type="xsd:string" use="required" />
102
            </xsd:complexType>
103
          </xsd:element>
104
        </xsd:choice>
105
      </xsd:complexType>
106
    </xsd:element>
107
  </xsd:schema>
108
  <resheader name="resmimetype">
109
    <value>text/microsoft-resx</value>
110
  </resheader>
111
  <resheader name="version">
112
    <value>2.0</value>
113
  </resheader>
114
  <resheader name="reader">
115
    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
116
  </resheader>
117
  <resheader name="writer">
118
    <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
119
  </resheader>
120
</root>

+ 22 - 0
BF3SnipingComputer/Program.cs

@ -0,0 +1,22 @@
1
using System;
2
using System.Collections.Generic;
3
using System.Linq;
4
using System.Threading.Tasks;
5
using System.Windows.Forms;
6
7
namespace BF3SnipingComputer
8
{
9
    static class Program
10
    {
11
        /// <summary>
12
        /// The main entry point for the application.
13
        /// </summary>
14
        [STAThread]
15
        static void Main()
16
        {
17
            Application.EnableVisualStyles();
18
            Application.SetCompatibleTextRenderingDefault(false);
19
            Application.Run(new Form1());
20
        }
21
    }
22
}

+ 36 - 0
BF3SnipingComputer/Properties/AssemblyInfo.cs

@ -0,0 +1,36 @@
1
using System.Reflection;
2
using System.Runtime.CompilerServices;
3
using System.Runtime.InteropServices;
4
5
// General Information about an assembly is controlled through the following 
6
// set of attributes. Change these attribute values to modify the information
7
// associated with an assembly.
8
[assembly: AssemblyTitle("BF3SnipingComputer")]
9
[assembly: AssemblyDescription("")]
10
[assembly: AssemblyConfiguration("")]
11
[assembly: AssemblyCompany("")]
12
[assembly: AssemblyProduct("BF3SnipingComputer")]
13
[assembly: AssemblyCopyright("Copyright ©  2013")]
14
[assembly: AssemblyTrademark("")]
15
[assembly: AssemblyCulture("")]
16
17
// Setting ComVisible to false makes the types in this assembly not visible 
18
// to COM components.  If you need to access a type in this assembly from 
19
// COM, set the ComVisible attribute to true on that type.
20
[assembly: ComVisible(false)]
21
22
// The following GUID is for the ID of the typelib if this project is exposed to COM
23
[assembly: Guid("a0232896-e2bb-41ab-becb-d5ae05c6f258")]
24
25
// Version information for an assembly consists of the following four values:
26
//
27
//      Major Version
28
//      Minor Version 
29
//      Build Number
30
//      Revision
31
//
32
// You can specify all the values or you can default the Build and Revision Numbers 
33
// by using the '*' as shown below:
34
// [assembly: AssemblyVersion("1.0.*")]
35
[assembly: AssemblyVersion("1.0.0.0")]
36
[assembly: AssemblyFileVersion("1.0.0.0")]

+ 71 - 0
BF3SnipingComputer/Properties/Resources.Designer.cs

@ -0,0 +1,71 @@
1
//------------------------------------------------------------------------------
2
// <auto-generated>
3
//     This code was generated by a tool.
4
//     Runtime Version:4.0.30319.18052
5
//
6
//     Changes to this file may cause incorrect behavior and will be lost if
7
//     the code is regenerated.
8
// </auto-generated>
9
//------------------------------------------------------------------------------
10
11
namespace BF3SnipingComputer.Properties
12
{
13
14
15
    /// <summary>
16
    ///   A strongly-typed resource class, for looking up localized strings, etc.
17
    /// </summary>
18
    // This class was auto-generated by the StronglyTypedResourceBuilder
19
    // class via a tool like ResGen or Visual Studio.
20
    // To add or remove a member, edit your .ResX file then rerun ResGen
21
    // with the /str option, or rebuild your VS project.
22
    [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
23
    [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
24
    [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
25
    internal class Resources
26
    {
27
28
        private static global::System.Resources.ResourceManager resourceMan;
29
30
        private static global::System.Globalization.CultureInfo resourceCulture;
31
32
        [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
33
        internal Resources()
34
        {
35
        }
36
37
        /// <summary>
38
        ///   Returns the cached ResourceManager instance used by this class.
39
        /// </summary>
40
        [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
41
        internal static global::System.Resources.ResourceManager ResourceManager
42
        {
43
            get
44
            {
45
                if ((resourceMan == null))
46
                {
47
                    global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("BF3SnipingComputer.Properties.Resources", typeof(Resources).Assembly);
48
                    resourceMan = temp;
49
                }
50
                return resourceMan;
51
            }
52
        }
53
54
        /// <summary>
55
        ///   Overrides the current thread's CurrentUICulture property for all
56
        ///   resource lookups using this strongly typed resource class.
57
        /// </summary>
58
        [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
59
        internal static global::System.Globalization.CultureInfo Culture
60
        {
61
            get
62
            {
63
                return resourceCulture;
64
            }
65
            set
66
            {
67
                resourceCulture = value;
68
            }
69
        }
70
    }
71
}

+ 117 - 0
BF3SnipingComputer/Properties/Resources.resx

@ -0,0 +1,117 @@
1
<?xml version="1.0" encoding="utf-8"?>
2
<root>
3
  <!-- 
4
    Microsoft ResX Schema 
5
    
6
    Version 2.0
7
    
8
    The primary goals of this format is to allow a simple XML format 
9
    that is mostly human readable. The generation and parsing of the 
10
    various data types are done through the TypeConverter classes 
11
    associated with the data types.
12
    
13
    Example:
14
    
15
    ... ado.net/XML headers & schema ...
16
    <resheader name="resmimetype">text/microsoft-resx</resheader>
17
    <resheader name="version">2.0</resheader>
18
    <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
19
    <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
20
    <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
21
    <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
22
    <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
23
        <value>[base64 mime encoded serialized .NET Framework object]</value>
24
    </data>
25
    <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
26
        <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
27
        <comment>This is a comment</comment>
28
    </data>
29
                
30
    There are any number of "resheader" rows that contain simple 
31
    name/value pairs.
32
    
33
    Each data row contains a name, and value. The row also contains a 
34
    type or mimetype. Type corresponds to a .NET class that support 
35
    text/value conversion through the TypeConverter architecture. 
36
    Classes that don't support this are serialized and stored with the 
37
    mimetype set.
38
    
39
    The mimetype is used for serialized objects, and tells the 
40
    ResXResourceReader how to depersist the object. This is currently not 
41
    extensible. For a given mimetype the value must be set accordingly:
42
    
43
    Note - application/x-microsoft.net.object.binary.base64 is the format 
44
    that the ResXResourceWriter will generate, however the reader can 
45
    read any of the formats listed below.
46
    
47
    mimetype: application/x-microsoft.net.object.binary.base64
48
    value   : The object must be serialized with 
49
            : System.Serialization.Formatters.Binary.BinaryFormatter
50
            : and then encoded with base64 encoding.
51
    
52
    mimetype: application/x-microsoft.net.object.soap.base64
53
    value   : The object must be serialized with 
54
            : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
55
            : and then encoded with base64 encoding.
56
57
    mimetype: application/x-microsoft.net.object.bytearray.base64
58
    value   : The object must be serialized into a byte array 
59
            : using a System.ComponentModel.TypeConverter
60
            : and then encoded with base64 encoding.
61
    -->
62
  <xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
63
    <xsd:element name="root" msdata:IsDataSet="true">
64
      <xsd:complexType>
65
        <xsd:choice maxOccurs="unbounded">
66
          <xsd:element name="metadata">
67
            <xsd:complexType>
68
              <xsd:sequence>
69
                <xsd:element name="value" type="xsd:string" minOccurs="0" />
70
              </xsd:sequence>
71
              <xsd:attribute name="name" type="xsd:string" />
72
              <xsd:attribute name="type" type="xsd:string" />
73
              <xsd:attribute name="mimetype" type="xsd:string" />
74
            </xsd:complexType>
75
          </xsd:element>
76
          <xsd:element name="assembly">
77
            <xsd:complexType>
78
              <xsd:attribute name="alias" type="xsd:string" />
79
              <xsd:attribute name="name" type="xsd:string" />
80
            </xsd:complexType>
81
          </xsd:element>
82
          <xsd:element name="data">
83
            <xsd:complexType>
84
              <xsd:sequence>
85
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
86
                <xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
87
              </xsd:sequence>
88
              <xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
89
              <xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
90
              <xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
91
            </xsd:complexType>
92
          </xsd:element>
93
          <xsd:element name="resheader">
94
            <xsd:complexType>
95
              <xsd:sequence>
96
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
97
              </xsd:sequence>
98
              <xsd:attribute name="name" type="xsd:string" use="required" />
99
            </xsd:complexType>
100
          </xsd:element>
101
        </xsd:choice>
102
      </xsd:complexType>
103
    </xsd:element>
104
  </xsd:schema>
105
  <resheader name="resmimetype">
106
    <value>text/microsoft-resx</value>
107
  </resheader>
108
  <resheader name="version">
109
    <value>2.0</value>
110
  </resheader>
111
  <resheader name="reader">
112
    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
113
  </resheader>
114
  <resheader name="writer">
115
    <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
116
  </resheader>
117
</root>

+ 30 - 0
BF3SnipingComputer/Properties/Settings.Designer.cs

@ -0,0 +1,30 @@
1
//------------------------------------------------------------------------------
2
// <auto-generated>
3
//     This code was generated by a tool.
4
//     Runtime Version:4.0.30319.18052
5
//
6
//     Changes to this file may cause incorrect behavior and will be lost if
7
//     the code is regenerated.
8
// </auto-generated>
9
//------------------------------------------------------------------------------
10
11
namespace BF3SnipingComputer.Properties
12
{
13
14
15
    [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
16
    [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
17
    internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
18
    {
19
20
        private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
21
22
        public static Settings Default
23
        {
24
            get
25
            {
26
                return defaultInstance;
27
            }
28
        }
29
    }
30
}

+ 7 - 0
BF3SnipingComputer/Properties/Settings.settings

@ -0,0 +1,7 @@
1
<?xml version='1.0' encoding='utf-8'?>
2
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
3
  <Profiles>
4
    <Profile Name="(Default)" />
5
  </Profiles>
6
  <Settings />
7
</SettingsFile>

+ 7 - 0
BF3SnipingComputer/Sights.txt

@ -0,0 +1,7 @@
1
M145_(3.4x)
2
ACOG_4x
3
PSO-1_(4x)
4
Rifle Scope_(6x)
5
PKS-07_(7x)
6
Ballistic_8x
7
Ballistic_12x

+ 5 - 0
BF3SnipingComputer/Sights/ACOG_4x.txt

@ -0,0 +1,5 @@
1
mildot:10
2
pixels:125
3
a:1.01
4
b:3.27
5
c:7.08

+ 5 - 0
BF3SnipingComputer/Sights/Ballistic_12x.txt

@ -0,0 +1,5 @@
1
mildot:8
2
pixels:270
3
a:0
4
b:8
5
c:-2

+ 5 - 0
BF3SnipingComputer/Sights/Ballistic_8x.txt

@ -0,0 +1,5 @@
1
mildot:5
2
pixels:140
3
a:0
4
b:5
5
c:0

+ 5 - 0
BF3SnipingComputer/Sights/M145_(3.4x).txt

@ -0,0 +1,5 @@
1
mildot:10
2
pixels:111
3
a:-0.31
4
b:12.25
5
c:-4.56

+ 5 - 0
BF3SnipingComputer/Sights/PKS-07_(7x).txt

@ -0,0 +1,5 @@
1
mildot:8.4
2
pixels:83
3
a:-0.15
4
b:8.55
5
c:0

+ 5 - 0
BF3SnipingComputer/Sights/PSO-1_(4x).txt

@ -0,0 +1,5 @@
1
mildot:6.37
2
pixels:125
3
a:0.98
4
b:5.39
5
c:0

+ 5 - 0
BF3SnipingComputer/Sights/Rifle Scope_(6x).txt

@ -0,0 +1,5 @@
1
mildot:7.4
2
pixels:153
3
a:0
4
b:7.4
5
c:0

+ 20 - 0
BF3SnipingComputer/Structs.cs

@ -0,0 +1,20 @@
1
namespace BF3SnipingComputer
2
{
3
    struct Weapon
4
    {
5
        public string name;
6
        public int velocity;
7
        public float gravity;
8
        public float timeToLive;
9
        public int sVelocity;
10
        public int hbVelocity;
11
    }
12
13
    struct Sight
14
    {
15
        public string name;
16
        public float origMil;
17
        public int origPixels;
18
        public float a, b, c;
19
    }
20
}

+ 53 - 0
BF3SnipingComputer/Weapons.txt

@ -0,0 +1,53 @@
1
AK-74M
2
M16A3
3
M416
4
AEK-971
5
M16A4
6
F2000
7
AN-94
8
G3A3
9
KH2002
10
FAMAS
11
L85A2
12
AUG A3
13
SCAR-L
14
M4A1
15
AKS-74u
16
SG553
17
M4
18
A-91
19
G36C
20
SCAR-H
21
G53
22
QBZ-95B
23
ACW-R
24
MTAR-21
25
M27 IAR
26
RPK-74M
27
Type 88
28
PKP
29
M240B
30
M60E4
31
QBB-95
32
MG36
33
L86A2
34
LSAT
35
SVD
36
Mk11
37
M39 EBR
38
SV98
39
M98B
40
M40A5
41
SKS
42
QBU-88
43
L96
44
M417
45
JNG-90
46
PP-2000
47
UMP-45
48
MP7
49
AS VAL
50
PDW-R
51
P90
52
PP-19
53
M5K

+ 5 - 0
BF3SnipingComputer/Weapons/870MCS.txt

@ -0,0 +1,5 @@
1
velocity:350
2
svelocity:0
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/A-91.txt

@ -0,0 +1,5 @@
1
velocity:420
2
svelocity:280
3
hbvelocity:560
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/ACW-R.txt

@ -0,0 +1,5 @@
1
velocity:500
2
svelocity:300
3
hbvelocity:600
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/AEK-971.txt

@ -0,0 +1,5 @@
1
velocity:580
2
svelocity:320
3
hbvelocity:580
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/AK-74M.txt

@ -0,0 +1,5 @@
1
velocity:600
2
svelocity:330
3
hbvelocity:600
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/AKS-74u.txt

@ -0,0 +1,5 @@
1
velocity:440
2
svelocity:290
3
hbvelocity:590
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/AN-94.txt

@ -0,0 +1,5 @@
1
velocity:600
2
svelocity:330
3
hbvelocity:600
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/AS VAL.txt

@ -0,0 +1,5 @@
1
velocity:0
2
svelocity:300
3
hbvelocity:0
4
gravity:15
5
timetolive:2

+ 5 - 0
BF3SnipingComputer/Weapons/AUG A3.txt

@ -0,0 +1,5 @@
1
velocity:670
2
svelocity:340
3
hbvelocity:670
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/DAO-12.txt

@ -0,0 +1,5 @@
1
velocity:300
2
svelocity:0
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/F2000.txt

@ -0,0 +1,5 @@
1
velocity:600
2
svelocity:380
3
hbvelocity:600
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/FAMAS.txt

@ -0,0 +1,5 @@
1
velocity:630
2
svelocity:380
3
hbvelocity:630
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/G36C.txt

@ -0,0 +1,5 @@
1
velocity:500
2
svelocity:320
3
hbvelocity:600
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/G3A3.txt

@ -0,0 +1,5 @@
1
velocity:500
2
svelocity:300
3
hbvelocity:650
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/G53.txt

@ -0,0 +1,5 @@
1
velocity:450
2
svelocity:320
3
hbvelocity:600
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/JNG-90.txt

@ -0,0 +1,5 @@
1
velocity:560
2
svelocity:310
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/KH2002.txt

@ -0,0 +1,5 @@
1
velocity:650
2
svelocity:380
3
hbvelocity:650
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/L85A2.txt

@ -0,0 +1,5 @@
1
velocity:600
2
svelocity:380
3
hbvelocity:600
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/L86A2.txt

@ -0,0 +1,5 @@
1
velocity:640
2
svelocity:340
3
hbvelocity:640
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/L96.txt

@ -0,0 +1,5 @@
1
velocity:540
2
svelocity:310
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/LSAT.txt

@ -0,0 +1,5 @@
1
velocity:620
2
svelocity:330
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M1014.txt

@ -0,0 +1,5 @@
1
velocity:300
2
svelocity:0
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M16A3.txt

@ -0,0 +1,5 @@
1
velocity:650
2
svelocity:380
3
hbvelocity:650
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M16A4.txt

@ -0,0 +1,5 @@
1
velocity:650
2
svelocity:380
3
hbvelocity:650
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M240B.txt

@ -0,0 +1,5 @@
1
velocity:610
2
svelocity:250
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M27 IAR.txt

@ -0,0 +1,5 @@
1
velocity:650
2
svelocity:340
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M39 EBR.txt

@ -0,0 +1,5 @@
1
velocity:570
2
svelocity:320
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/M4.txt

@ -0,0 +1,5 @@
1
velocity:580
2
svelocity:320
3
hbvelocity:650
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M40A5.txt

@ -0,0 +1,5 @@
1
velocity:490
2
svelocity:310
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/M416.txt

@ -0,0 +1,5 @@
1
velocity:600
2
svelocity:330
3
hbvelocity:600
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M417.txt

@ -0,0 +1,5 @@
1
velocity:450
2
svelocity:290
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/M4A1.txt

@ -0,0 +1,5 @@
1
velocity:580
2
svelocity:320
3
hbvelocity:650
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M5K.txt

@ -0,0 +1,5 @@
1
velocity:380
2
svelocity:300
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M60E4.txt

@ -0,0 +1,5 @@
1
velocity:560
2
svelocity:310
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/M98B.txt

@ -0,0 +1,5 @@
1
velocity:650
2
svelocity:310
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/MG36.txt

@ -0,0 +1,5 @@
1
velocity:550
2
svelocity:310
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/MK3A1.txt

@ -0,0 +1,5 @@
1
velocity:300
2
svelocity:0
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/MP7.txt

@ -0,0 +1,5 @@
1
velocity:390
2
svelocity:270
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/MTAR-21.txt

@ -0,0 +1,5 @@
1
velocity:570
2
svelocity:320
3
hbvelocity:650
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/Mk11.txt

@ -0,0 +1,5 @@
1
velocity:550
2
svelocity:310
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/P90.txt

@ -0,0 +1,5 @@
1
velocity:420
2
svelocity:280
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/PDW-R.txt

@ -0,0 +1,5 @@
1
velocity:430
2
svelocity:280
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/PKP.txt

@ -0,0 +1,5 @@
1
velocity:560
2
svelocity:330
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/PP-19.txt

@ -0,0 +1,5 @@
1
velocity:320
2
svelocity:280
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/PP-2000.txt

@ -0,0 +1,5 @@
1
velocity:360
2
svelocity:280
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/QBB-95.txt

@ -0,0 +1,5 @@
1
velocity:670
2
svelocity:340
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/QBU-88.txt

@ -0,0 +1,5 @@
1
velocity:550
2
svelocity:310
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/QBZ-95B.txt

@ -0,0 +1,5 @@
1
velocity:490
2
svelocity:330
3
hbvelocity:650
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/RPK-74M.txt

@ -0,0 +1,5 @@
1
velocity:600
2
svelocity:330
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/SAIGA 12K.txt

@ -0,0 +1,5 @@
1
velocity:300
2
svelocity:0
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/SCAR-H.txt

@ -0,0 +1,5 @@
1
velocity:420
2
svelocity:320
3
hbvelocity:560
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/SCAR-L.txt

@ -0,0 +1,5 @@
1
velocity:580
2
svelocity:320
3
hbvelocity:640
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/SG553.txt

@ -0,0 +1,5 @@
1
velocity:430
2
svelocity:320
3
hbvelocity:570
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/SKS.txt

@ -0,0 +1,5 @@
1
velocity:440
2
svelocity:380
3
hbvelocity:440
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/SPAS-12.txt

@ -0,0 +1,5 @@
1
velocity:300
2
svelocity:0
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/SV98.txt

@ -0,0 +1,5 @@
1
velocity:520
2
svelocity:310
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/SVD.txt

@ -0,0 +1,5 @@
1
velocity:530
2
svelocity:310
3
hbvelocity:0
4
gravity:9.81
5
timetolive:5

+ 5 - 0
BF3SnipingComputer/Weapons/Type 88.txt

@ -0,0 +1,5 @@
1
velocity:600
2
svelocity:380
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/UMP-45.txt

@ -0,0 +1,5 @@
1
velocity:320
2
svelocity:320
3
hbvelocity:0
4
gravity:15
5
timetolive:1.5

+ 5 - 0
BF3SnipingComputer/Weapons/USAS-12.txt

@ -0,0 +1,5 @@
1
velocity:150
2
svelocity:0
3