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224 lines
6.5 KiB
C++
224 lines
6.5 KiB
C++
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// PATCH CONFIG
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class CfgPatches {
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class AGM_Movement {
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.10;
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requiredAddons[] = {AGM_Core};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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author[] = {"commy2", "KoffeinFlummi", "Tachii"};
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authorUrl = "https://github.com/commy2/";
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};
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};
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class CfgFunctions {
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class AGM_Movement {
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class AGM_Movement {
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file = "AGM_Movement\functions";
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class blinking;
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class canClimb;
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class climb;
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class fatigueModule;
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class heartbeat;
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class getWeight;
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class handleClimb;
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class recoil;
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class stumble;
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class vision;
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class AGM_Movement {
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clientInit = "call compile preprocessFileLineNumbers '\AGM_Movement\clientInit.sqf'";
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};
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};
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class AGM_Core_Default_Keys {
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class climb {
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displayName = "$STR_AGM_Movement_Climb";
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condition = "_player == _vehicle";
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statement = "[_player] call AGM_Movement_fnc_climb";
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key = 47;
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shift = 0;
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control = 1;
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alt = 0;
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};
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};
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/*class CfgInventoryGlobalVariable {
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maxSoldierLoad = 1200;
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};*/
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class CfgFatigue {
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MinValue1 = 0.2;
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MinValue2 = 0.8;
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NormalRunSpeed = 7.2;
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TiredRunSpeedLimit = 0.8;
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FrequencyMin = 0.2;
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FrequencyMax = 1.0;
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TotalLoadCoef = 1.1;
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MaxDuty = 10;
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};
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class CfgSounds {
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class AGM_Heartbeat {
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name = "AGM_Heartbeat";
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sound[] = {"AGM_Movement\sounds\heartbeat.ogg",1,1};
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titles[] = {};
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};
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};
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class AGM_Core_Options {
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class useImperial {
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displayName = "$STR_AGM_Movement_UseImperial";
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default = 0;
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};
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};
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// leaving this for compatibility
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class CfgVehicles {
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class Module_F;
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class AGM_ModuleFatigue: Module_F {
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author = "AGM Team";
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category = "AGM";
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displayName = "Fatigue System";
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function = "AGM_Movement_fnc_fatigueModule";
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scope = 2;
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isGlobal = 1;
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icon = "\AGM_Movement\UI\IconFatigue_ca.paa";
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class Arguments {
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class CoefFatigue {
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displayName = "Getting Tired Coef.";
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description = "Multiplier for the rate of getting tired. Default: 1";
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defaultValue = 1;
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};
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class CoefRecover {
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displayName = "Recover Coef.";
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description = "Multiplier for the time to rest after getting tired. Default: 1";
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defaultValue = 1;
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};
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};
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};
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};
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class CfgMovesBasic {
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class ManActions {
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AGM_Climb = "AGM_Climb";
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};
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class Actions {
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class RifleStandActionsNoAdjust;
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class RifleLowStandActionsNoAdjust;
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// WEAPON RAISED - RUNNING
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class RifleStandActionsRunF: RifleStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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class RifleStandActionsRunFL: RifleStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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class RifleStandActionsRunFR: RifleStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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// WEAPON RAISED - SPRINTING
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class RifleStandEvasiveActionsF: RifleStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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class RifleStandEvasiveActionsFL: RifleStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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class RifleStandEvasiveActionsFR: RifleStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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// WEAPON LOWERED - RUNNING
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class RifleLowStandActionsRunF: RifleLowStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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class RifleLowStandActionsRunFL: RifleLowStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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class RifleLowStandActionsRunFR: RifleLowStandActionsNoAdjust {
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getOver = "AovrPercMrunSrasWrflDf";
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};
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};
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};
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class CfgMovesMaleSdr: CfgMovesBasic {
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class StandBase;
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class States {
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// better slow walk with lowered rifle animation
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class AmovPercMstpSrasWrflDnon;
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class AmovPercMrunSrasWrflDf: AmovPercMstpSrasWrflDnon {
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InterpolateTo[] = {"AovrPercMrunSrasWrflDf",0.22,"AmovPercMrunSlowWrflDf",0.025,"AmovPercMwlkSrasWrflDf",0.025,"AmovPknlMrunSrasWrflDf",0.03,"AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon",0.02,"AmovPercMevaSrasWrflDf",0.025,"Unconscious",0.01,"AmovPercMtacSrasWrflDf",0.02,"AmovPercMrunSrasWrflDfl",0.02,"AmovPercMrunSrasWrflDfl_ldst",0.02,"AmovPercMrunSrasWrflDfr",0.02,"AmovPercMrunSrasWrflDfr_ldst",0.02,"AmovPercMstpSrasWrflDnon",0.02,"AmovPercMrunSrasWrflDl",0.02,"AmovPercMrunSrasWrflDbl",0.02,"AmovPercMrunSrasWrflDb",0.02,"AmovPercMrunSrasWrflDbr",0.02,"AmovPercMrunSrasWrflDr",0.02,"AmovPknlMstpSlowWrflDnon_relax",0.1,"AmovPercMrunSrasWrflDf_ldst",0.02,"AmovPercMrunSrasWrflDf",0.02};
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};
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class AmovPercMstpSlowWrflDnon;
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class AmovPercMwlkSlowWrflDf: AmovPercMstpSlowWrflDnon {
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speed = 0.3; //0.206897;
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file = "\A3\anims_f\Data\Anim\Sdr\Mov\Erc\Wlk\Low\Rfl\AmovPercMwlkSlowWrflDf_ver2";
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leftHandIKCurve[] = {1};
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};
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class AmovPercMwlkSlowWrflDfl: AmovPercMwlkSlowWrflDf {
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leftHandIKCurve[] = {};
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};
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class AmovPercMwlkSlowWrflDfr: AmovPercMwlkSlowWrflDf {
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leftHandIKCurve[] = {};
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};
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class AmovPercMwlkSlowWrflDb: AmovPercMwlkSlowWrflDf {
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leftHandIKCurve[] = {};
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};
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class AmovPercMwlkSlowWrflDbl: AmovPercMwlkSlowWrflDf {
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leftHandIKCurve[] = {};
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};
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class AmovPercMwlkSlowWrflDbr: AmovPercMwlkSlowWrflDf {
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leftHandIKCurve[] = {};
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};
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class AmovPercMwlkSlowWrflDl: AmovPercMwlkSlowWrflDf {
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leftHandIKCurve[] = {};
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};
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class AmovPercMwlkSlowWrflDr: AmovPercMwlkSlowWrflDf {
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leftHandIKCurve[] = {};
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};
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// enable optics in prone left and right stance
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class AidlPpneMstpSrasWrflDnon_G0S;
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class AadjPpneMstpSrasWrflDleft: AidlPpneMstpSrasWrflDnon_G0S {
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enableOptics = 1;
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};
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class AadjPpneMstpSrasWrflDright: AidlPpneMstpSrasWrflDnon_G0S {
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enableOptics = 1;
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};
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class AadjPpneMstpSrasWrflDup;
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class AadjPpneMstpSrasWrflDdown: AadjPpneMstpSrasWrflDup {
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enableOptics = 1;
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};
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class AidlPpneMstpSrasWpstDnon_G0S;
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class AadjPpneMstpSrasWpstDleft: AidlPpneMstpSrasWpstDnon_G0S {
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enableOptics = 2;
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};
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class AadjPpneMstpSrasWpstDright: AidlPpneMstpSrasWpstDnon_G0S {
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enableOptics = 2;
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};
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class AadjPpneMstpSrasWpstDup;
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class AadjPpneMstpSrasWpstDdown: AadjPpneMstpSrasWpstDup {
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enableOptics = 2;
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};
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// climb animation
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class AmovPercMstpSnonWnonDnon: StandBase {
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ConnectTo[] += {"AGM_Climb",0.02};
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};
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class AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium;
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class AGM_Climb: AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium {
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canReload = 0;
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forceAim = 1;
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};
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};
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};
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