cleaning up common

This commit is contained in:
commy2 2015-03-24 20:28:44 +01:00
parent 53a61eb001
commit 34df28d938
5 changed files with 83 additions and 38 deletions

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@ -1,5 +1,6 @@
class CfgActions { class CfgActions {
// fixes pick up action on mine detectors, because all ACE items are of that simulationClass and BI doesn't seem to care
class None; class None;
class TakeWeapon: None { class TakeWeapon: None {
show = 0; show = 0;

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@ -0,0 +1,76 @@
class CfgMovesBasic {
class Default;
class Actions {
// fixes grab animation with equipped pistol
class NoActions;
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[] = {};
};
};
};

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@ -218,6 +218,7 @@ class CfgVoice {
displayName = "$STR_ACE_Common_NoVoice"; displayName = "$STR_ACE_Common_NoVoice";
}; };
}; };
class CfgVoiceTypes { class CfgVoiceTypes {
class ACE_NoVoice { class ACE_NoVoice {
name = "$STR_ACE_Common_NoVoice"; name = "$STR_ACE_Common_NoVoice";

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@ -1,35 +0,0 @@
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic {
class AgonyBase;
class AgonyBaseRfl;
class StandBase;
class States {
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;
};
class LadderCivilStatic: StandBase {
ACE_isLadder = 1;
};
};
};

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@ -13,11 +13,16 @@ class CfgPatches {
}; };
#include "CfgEventHandlers.hpp" #include "CfgEventHandlers.hpp"
#include "CfgSounds.hpp" #include "CfgSounds.hpp"
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"
#include "CfgWeapons.hpp" #include "CfgWeapons.hpp"
#include "CfgMagazines.hpp" #include "CfgMagazines.hpp"
#include "CfgActions.hpp"
#include "CfgMoves.hpp"
#include "CfgVoice.hpp"
class ACE_Rsc_Display_Base { class ACE_Rsc_Display_Base {
idd = -1; idd = -1;
type = 0; type = 0;
@ -126,9 +131,6 @@ class ACE_Settings {
#include <ProgressScreen.hpp> #include <ProgressScreen.hpp>
#include <HintConfig.hpp> #include <HintConfig.hpp>
#include <RscInfoType.hpp> #include <RscInfoType.hpp>
#include <FixPickup.hpp>
#include <FixAnimations.hpp>
#include <NoVoice.hpp>
class CfgUIGrids { class CfgUIGrids {
class IGUI { class IGUI {