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cleaning up common
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@ -1,5 +1,6 @@
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class CfgActions {
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// fixes pick up action on mine detectors, because all ACE items are of that simulationClass and BI doesn't seem to care
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class None;
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class TakeWeapon: None {
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show = 0;
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76
addons/common/CfgMoves.hpp
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76
addons/common/CfgMoves.hpp
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@ -0,0 +1,76 @@
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class CfgMovesBasic {
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class Default;
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class Actions {
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// fixes grab animation with equipped pistol
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class NoActions;
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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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ConnectTo[] = {};
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head = "headNo";
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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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};
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};
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@ -218,6 +218,7 @@ class CfgVoice {
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displayName = "$STR_ACE_Common_NoVoice";
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};
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};
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class CfgVoiceTypes {
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class ACE_NoVoice {
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name = "$STR_ACE_Common_NoVoice";
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@ -1,35 +0,0 @@
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class CfgMovesBasic;
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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 States {
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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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class LadderCivilStatic: StandBase {
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ACE_isLadder = 1;
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};
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};
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};
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@ -13,11 +13,16 @@ class CfgPatches {
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgSounds.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgMagazines.hpp"
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#include "CfgActions.hpp"
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#include "CfgMoves.hpp"
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#include "CfgVoice.hpp"
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class ACE_Rsc_Display_Base {
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idd = -1;
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type = 0;
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@ -126,9 +131,6 @@ class ACE_Settings {
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#include <ProgressScreen.hpp>
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#include <HintConfig.hpp>
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#include <RscInfoType.hpp>
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#include <FixPickup.hpp>
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#include <FixAnimations.hpp>
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#include <NoVoice.hpp>
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class CfgUIGrids {
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class IGUI {
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