ACE3/addons/common/CfgMoves.hpp

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2015-03-24 19:28:44 +00:00
class CfgMovesBasic {
class Default;
// From ACRE
class ManActions {
GVAR(stop) = QGVAR(stop);
};
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class Actions {
class NoActions: ManActions {
GVAR(stop)[] = {QGVAR(stop), "Gesture"};
};
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// fixes grab animation with equipped pistol
class PistolStandActions: NoActions {
grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
};
class LauncherKneelActions: NoActions {
grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
};
class CivilStandActions: NoActions {
grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
};
};
};
class CfgMovesMaleSdr: CfgMovesBasic {
class AgonyBase;
class AgonyBaseRfl;
class StandBase;
class HealBase;
class States {
// fixes being able to reload in some animations, can't remember now what exactly
class AinjPfalMstpSnonWnonDnon_carried_Down: AgonyBase {
canReload = 0;
};
class AinjPfalMstpSnonWnonDnon_carried_Up: AgonyBase {
canReload = 0;
};
class AinjPfalMstpSnonWrflDnon_carried_Down: AgonyBase {
canReload = 0;
};
class AinjPfalMstpSnonWrflDnon_carried_Up: AgonyBaseRfl {
canReload = 0;
};
class AmovPpneMstpSnonWnonDnon_injured;
class AinjPpneMstpSnonWnonDnon: AmovPpneMstpSnonWnonDnon_injured {
canReload = 0;
};
class AmovPpneMstpSrasWrflDnon_injured;
class AinjPpneMstpSnonWrflDnon: AmovPpneMstpSrasWrflDnon_injured {
canReload = 0;
};
// mark as on ladder animation
class LadderCivilStatic: StandBase {
ACE_isLadder = 1;
};
// dunno, important
class AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1;
class AcinPknlMstpSnonWnonDnon: AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1 {
enableDirectControl = 1;
};
class AcinPknlMwlkSnonWnonDb: AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1 {
enableDirectControl = 1;
};
// fix falling back to unconsciousness animation and disable rotating in that state
class Unconscious: Default {
ConnectTo[] = {};
head = "headNo";
forceAim = 1;
static = 1;
};
// idk. Flummi?
class AinvPknlMstpSnonWnonDnon_medic0: HealBase {
variantsPlayer[] = {};
};
};
};