2015-03-24 19:28:44 +00:00
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class CfgMovesBasic {
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2024-04-25 04:41:27 +00:00
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class Default;
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2024-03-17 11:47:46 +00:00
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2024-01-01 22:22:53 +00:00
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// From ACRE
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class ManActions {
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GVAR(stop) = QGVAR(stop);
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};
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2015-03-24 19:28:44 +00:00
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class Actions {
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2024-01-01 22:22:53 +00:00
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class NoActions: ManActions {
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GVAR(stop)[] = {QGVAR(stop), "Gesture"};
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};
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2015-03-24 19:28:44 +00:00
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// fixes grab animation with equipped pistol
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class PistolStandActions: NoActions {
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grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
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};
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class LauncherKneelActions: NoActions {
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grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
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};
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class CivilStandActions: NoActions {
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grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
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};
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};
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};
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class CfgMovesMaleSdr: CfgMovesBasic {
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class AgonyBase;
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class AgonyBaseRfl;
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class StandBase;
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class HealBase;
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class States {
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// fixes being able to reload in some animations, can't remember now what exactly
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class AinjPfalMstpSnonWnonDnon_carried_Down: AgonyBase {
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canReload = 0;
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};
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class AinjPfalMstpSnonWnonDnon_carried_Up: AgonyBase {
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canReload = 0;
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};
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class AinjPfalMstpSnonWrflDnon_carried_Down: AgonyBase {
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canReload = 0;
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};
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class AinjPfalMstpSnonWrflDnon_carried_Up: AgonyBaseRfl {
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canReload = 0;
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};
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class AmovPpneMstpSnonWnonDnon_injured;
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class AinjPpneMstpSnonWnonDnon: AmovPpneMstpSnonWnonDnon_injured {
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canReload = 0;
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};
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class AmovPpneMstpSrasWrflDnon_injured;
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class AinjPpneMstpSnonWrflDnon: AmovPpneMstpSrasWrflDnon_injured {
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canReload = 0;
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};
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// mark as on ladder animation
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class LadderCivilStatic: StandBase {
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ACE_isLadder = 1;
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};
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// dunno, important
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class AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1;
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class AcinPknlMstpSnonWnonDnon: AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1 {
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enableDirectControl = 1;
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};
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class AcinPknlMwlkSnonWnonDb: AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1 {
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enableDirectControl = 1;
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};
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// fix falling back to unconsciousness animation and disable rotating in that state
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class Unconscious: Default {
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2024-01-02 21:49:39 +00:00
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// Prevents AI from moving torso and head when unconscious
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aiming = "aimingNo";
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aimingBody = "aimingUpNo";
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2015-03-24 19:28:44 +00:00
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head = "headNo";
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2024-01-02 21:49:39 +00:00
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ConnectTo[] = {};
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2015-03-24 19:28:44 +00:00
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forceAim = 1;
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static = 1;
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};
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// idk. Flummi?
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class AinvPknlMstpSnonWnonDnon_medic0: HealBase {
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variantsPlayer[] = {};
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};
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2024-04-25 04:41:27 +00:00
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// Idle affects legs when weapon switching - fixes units sliding when holstering weapons
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class AmovPercMstpSnonWnonDnon: StandBase {
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idle = "";
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};
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// Need to reset idle, as it breaks animations otherwise
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class CutSceneAnimationBase: AmovPercMstpSnonWnonDnon {
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idle = "idleDefault";
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};
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2015-03-24 19:28:44 +00:00
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};
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};
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