Make primary_lva const array<>
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@ -568,12 +568,6 @@ void ogl_draw_vertex_reticle(int cross,int primary,int secondary,int color,int a
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GLfloat cross_lva[8 * 2] = {
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-4.0, 2.0, -2.0, 0, -3.0, -4.0, -2.0, -3.0, 4.0, 2.0, 2.0, 0, 3.0, -4.0, 2.0, -3.0,
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};
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GLfloat primary_lva[4][4 * 2] = {
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{ -5.5, -5.0, -6.5, -7.5, -10.0, -7.0, -10.0, -8.7 },
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{ -10.0, -7.0, -10.0, -8.7, -15.0, -8.5, -15.0, -9.5 },
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{ 5.5, -5.0, 6.5, -7.5, 10.0, -7.0, 10.0, -8.7 },
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{ 10.0, -7.0, 10.0, -8.7, 15.0, -8.5, 15.0, -9.5 }
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};
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GLfloat dark_lca[16 * 4] = {
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0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6,
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0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6,
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@ -668,7 +662,19 @@ void ogl_draw_vertex_reticle(int cross,int primary,int secondary,int color,int a
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primary_lca0[11] = primary_lca0[15] = ret_dark_rgba[3];
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glColorPointer(4, GL_FLOAT, 0, primary_lca0.data());
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}
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glVertexPointer(2, GL_FLOAT, 0, primary_lva[0]);
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static const array<GLfloat, 4 * 2> primary_lva0{{
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-5.5, -5.0, -6.5, -7.5, -10.0, -7.0, -10.0, -8.7
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}};
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static const array<GLfloat, 4 * 2> primary_lva1{{
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-10.0, -7.0, -10.0, -8.7, -15.0, -8.5, -15.0, -9.5
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}};
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static const array<GLfloat, 4 * 2> primary_lva2{{
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5.5, -5.0, 6.5, -7.5, 10.0, -7.0, 10.0, -8.7
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}};
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static const array<GLfloat, 4 * 2> primary_lva3{{
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10.0, -7.0, 10.0, -8.7, 15.0, -8.5, 15.0, -9.5
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}};
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glVertexPointer(2, GL_FLOAT, 0, primary_lva0.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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array<GLfloat, 4 * 4> primary_lca1;
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@ -686,20 +692,20 @@ void ogl_draw_vertex_reticle(int cross,int primary,int secondary,int color,int a
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primary_lca1[3] = primary_lca1[7] = ret_dark_rgba[3];
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glColorPointer(4, GL_FLOAT, 0, primary_lca1.data());
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}
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glVertexPointer(2, GL_FLOAT, 0, primary_lva[1]);
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glVertexPointer(2, GL_FLOAT, 0, primary_lva1.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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//right primary bar
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if(primary == 0)
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glColorPointer(4, GL_FLOAT, 0, dark_lca);
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else
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glColorPointer(4, GL_FLOAT, 0, primary_lca0.data());
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glVertexPointer(2, GL_FLOAT, 0, primary_lva[2]);
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glVertexPointer(2, GL_FLOAT, 0, primary_lva2.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if(primary != 2)
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glColorPointer(4, GL_FLOAT, 0, dark_lca);
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else
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glColorPointer(4, GL_FLOAT, 0, primary_lca1.data());
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glVertexPointer(2, GL_FLOAT, 0, primary_lva[3]);
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glVertexPointer(2, GL_FLOAT, 0, primary_lva3.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if (secondary<=2){
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