mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' into release-3.13.0
This commit is contained in:
commit
52e2f2665b
@ -148,6 +148,7 @@ Tonic
|
||||
Tourorist <tourorist@gmail.com>
|
||||
Tuupertunut
|
||||
Valentin Torikian <valentin.torikian@gmail.com>
|
||||
veteran29
|
||||
voiper
|
||||
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
|
||||
Winter <simon@agius-muscat.net>
|
||||
|
@ -3,9 +3,11 @@
|
||||
<Package name="ArtilleryTables">
|
||||
<Key ID="STR_ACE_ArtilleryTables_rangetable_displayName">
|
||||
<English>Artillery Rangetable</English>
|
||||
<Chinese>火炮射程表</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_ArtilleryTables_rangetable_description">
|
||||
<English>Universal Artillery Rangetable</English>
|
||||
<Chinese>通用的火炮射程表</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_ArtilleryTables_advancedCorrections_displayName">
|
||||
<English>Air Resistance</English>
|
||||
@ -41,9 +43,11 @@
|
||||
</Key>
|
||||
<Key ID="STR_ACE_ArtilleryTables_disableArtilleryComputer_displayName">
|
||||
<English>Artillery Computer Disabled</English>
|
||||
<Chinese>停用火炮電腦</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_ArtilleryTables_disableArtilleryComputer_description">
|
||||
<English>Disable the vanilla artillery computers</English>
|
||||
<Chinese>停用原本的火炮控制電腦</Chinese>
|
||||
</Key>
|
||||
</Package>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -4,90 +4,119 @@
|
||||
<!-- Shotguns -->
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No00_Buck_NameShort">
|
||||
<English>#00 Buckshot</English>
|
||||
<Chinese>#00 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No00_Buck_Description">
|
||||
<English>#00 Buckshot</English>
|
||||
<Chinese>#00 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No0_Buck_NameShort">
|
||||
<English>#0 Buckshot</English>
|
||||
<Chinese>#0 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No0_Buck_Description">
|
||||
<English>#0 Buckshot</English>
|
||||
<Chinese>#0 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No1_Buck_NameShort">
|
||||
<English>#1 Buckshot</English>
|
||||
<Chinese>#1 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No1_Buck_Description">
|
||||
<English>#1 Buckshot</English>
|
||||
<Chinese>#1 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No2_Buck_NameShort">
|
||||
<English>#2 Buckshot</English>
|
||||
<Chinese>#2 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No2_Buck_Description">
|
||||
<English>#2 Buckshot</English>
|
||||
<Chinese>#2 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No3_Buck_NameShort">
|
||||
<English>#3 Buckshot</English>
|
||||
<Chinese>#3 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No3_Buck_Description">
|
||||
<English>#3 Buckshot</English>
|
||||
<Chinese>#3 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No4_Buck_NameShort">
|
||||
<English>#4 Buckshot</English>
|
||||
<Chinese>#4 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No4_Buck_Description">
|
||||
<English>#4 Buckshot</English>
|
||||
<Chinese>#4 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No4_Bird_NameShort">
|
||||
<English>#7 Birdshot</English>
|
||||
<Chinese>#7 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_12Gauge_Pellets_No4_Bird_Description">
|
||||
<English>#7 Birdshot</English>
|
||||
<Chinese>#7 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No00_Buck_Name">
|
||||
<English>12 Gauge 2Rnd #00 Buckshot</English>
|
||||
<Chinese>12鉛徑 2發 #00 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No0_Buck_Name">
|
||||
<English>12 Gauge 2Rnd #0 Buckshot</English>
|
||||
<Chinese>12鉛徑 2發 #0 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No1_Buck_Name">
|
||||
<English>12 Gauge 2Rnd #1 Buckshot</English>
|
||||
<Chinese>12鉛徑 2發 #1 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No2_Buck_Name">
|
||||
<English>12 Gauge 2Rnd #2 Buckshot</English>
|
||||
<Chinese>12鉛徑 2發 #2 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No3_Buck_Name">
|
||||
<English>12 Gauge 2Rnd #3 Buckshot</English>
|
||||
<Chinese>12鉛徑 2發 #3 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No4_Buck_Name">
|
||||
<English>12 Gauge 2Rnd #4 Buckshot</English>
|
||||
<Chinese>12鉛徑 2發 #4 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_2Rnd_12Gauge_Pellets_No4_Bird_Name">
|
||||
<English>12 Gauge 2Rnd #7 Birdshot</English>
|
||||
<Chinese>12鉛徑 2發 #7 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No00_Buck_Name">
|
||||
<English>12 Gauge 6Rnd #00 Buckshot</English>
|
||||
<Chinese>12鉛徑 6發 #00 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No0_Buck_Name">
|
||||
<English>12 Gauge 6Rnd #0 Buckshot</English>
|
||||
<Chinese>12鉛徑 6發 #0 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No1_Buck_Name">
|
||||
<English>12 Gauge 6Rnd #1 Buckshot</English>
|
||||
<Chinese>12鉛徑 6發 #1 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No2_Buck_Name">
|
||||
<English>12 Gauge 6Rnd #2 Buckshot</English>
|
||||
<Chinese>12鉛徑 6發 #2 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No3_Buck_Name">
|
||||
<English>12 Gauge 6Rnd #3 Buckshot</English>
|
||||
<Chinese>12鉛徑 6發 #3 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No4_Buck_Name">
|
||||
<English>12 Gauge 6Rnd #4 Buckshot</English>
|
||||
<Chinese>12鉛徑 6發 #4 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_6Rnd_12Gauge_Pellets_No4_Bird_Name">
|
||||
<English>12 Gauge 6Rnd #7 Birdshot</English>
|
||||
<Chinese>12鉛徑 6發 #7 鹿彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_15Rnd_12Gauge_Pellets_No00_Buck_Name">
|
||||
<English>12 Gauge 15Rnd #00 Buckshot</English>
|
||||
<Chinese>12鉛徑 15發 #00 鹿彈</Chinese>
|
||||
</Key>
|
||||
<!-- QBU -->
|
||||
<Key ID="STR_ACE_Ballistics_20Rnd_65x47_Scenar_mag_Name">
|
||||
@ -1294,7 +1323,7 @@
|
||||
<Hungarian>6.5mm 200-lövedékes infravörös nyomkövető heveder<br />Lövedékek: 200<br />Használható: Stoner 99 LMG</Hungarian>
|
||||
<Japanese>6.5mm 200発入り IR-DIM曳光弾ベルト<br />装填数: 200<br />次で使用: Stoner 99 LMG</Japanese>
|
||||
<Korean>200발들이 6.5mm IR-DIM 예광탄 벨트<br />장탄수: 200<br />사용처: Stoner 99 LMG</Korean>
|
||||
<Chinese>6.5毫米 200發 低視度紅外線曳光彈<br />發數: 200<br />使用於: Stoner 99 LMG</Chinese>
|
||||
<Chinese>6.5毫米 200發 低視度紅外線曳光彈<br />發數: 200<br />使用於: Stoner 99 重機槍</Chinese>
|
||||
<Chinesesimp>6.5mm 200发 低视度红外线曳光弹<br />发数: 200<br />使用于: Stoner 99 LMG</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Ballistics_30Rnd_556x45_Stanag_Mk262_mag_Name">
|
||||
|
14
addons/goggles/CfgVehicles.hpp
Normal file
14
addons/goggles/CfgVehicles.hpp
Normal file
@ -0,0 +1,14 @@
|
||||
class CfgVehicles {
|
||||
class Man;
|
||||
class CAManBase: Man {
|
||||
class ACE_SelfActions {
|
||||
class ACE_Equipment {
|
||||
class GVAR(wipeGlasses) {
|
||||
displayName = CSTRING(WipeGlasses);
|
||||
condition = QUOTE(GVAR(showClearGlasses) && {call FUNC(canWipeGlasses)});
|
||||
statement = QUOTE(call FUNC(clearGlasses));
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
@ -17,6 +17,7 @@ PREP(isGogglesVisible);
|
||||
PREP(isInRotorWash);
|
||||
|
||||
// general
|
||||
PREP(canWipeGlasses);
|
||||
PREP(clearGlasses);
|
||||
PREP(getExplosionIndex);
|
||||
|
||||
|
@ -3,12 +3,12 @@
|
||||
if (!hasInterface) exitWith {};
|
||||
|
||||
["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses), {
|
||||
if (GVAR(effects) != 2) exitWith {false}; //Can only wipe if full effects setting is set
|
||||
if (!GETVAR(ace_player,ACE_isUnconscious,false)) exitWith {
|
||||
call FUNC(clearGlasses);
|
||||
true
|
||||
};
|
||||
false
|
||||
// Conditions: specific
|
||||
if !(call FUNC(canWipeGlasses)) exitWith {false};
|
||||
|
||||
call FUNC(clearGlasses);
|
||||
|
||||
true
|
||||
},
|
||||
{false},
|
||||
[20, [true, true, false]], false] call CBA_fnc_addKeybind;
|
||||
|
@ -6,4 +6,6 @@ PREP_RECOMPILE_START;
|
||||
#include "XEH_PREP.hpp"
|
||||
PREP_RECOMPILE_END;
|
||||
|
||||
#include "initSettings.sqf"
|
||||
|
||||
ADDON = true;
|
||||
|
@ -16,6 +16,7 @@ class CfgPatches {
|
||||
};
|
||||
|
||||
#include "CfgEventHandlers.hpp"
|
||||
#include "CfgVehicles.hpp"
|
||||
|
||||
#define COMBAT_GOGGLES ACE_Overlay = QPATHTOF(textures\HUD\CombatGoggles.paa); \
|
||||
ACE_OverlayCracked = QPATHTOF(textures\HUD\CombatGogglesCracked.paa); \
|
||||
|
18
addons/goggles/functions/fnc_canWipeGlasses.sqf
Normal file
18
addons/goggles/functions/fnc_canWipeGlasses.sqf
Normal file
@ -0,0 +1,18 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: veteran29
|
||||
* Checks if player can wipe goggles.
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* Can wipe goggles <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [] call ace_goggles_fnc_canWipeGlasses
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
GVAR(effects) == 2 && {!GETVAR(ACE_player,ACE_isUnconscious,false)} // return
|
8
addons/goggles/initSettings.sqf
Normal file
8
addons/goggles/initSettings.sqf
Normal file
@ -0,0 +1,8 @@
|
||||
[
|
||||
QGVAR(showClearGlasses),
|
||||
"CHECKBOX",
|
||||
[LSTRING(SettingShowClearGlasses), LSTRING(SettingShowClearGlasses)],
|
||||
localize LSTRING(SettingsName),
|
||||
false, // default value
|
||||
0 // isGlobal
|
||||
] call CBA_fnc_addSetting;
|
@ -14,6 +14,19 @@
|
||||
<Portuguese>Óculos</Portuguese>
|
||||
<French>Lunettes</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Goggles_SettingsName">
|
||||
<English>ACE Goggles</English>
|
||||
<German>ACE Schutzbrille</German>
|
||||
<Italian>ACE Occhiali</Italian>
|
||||
<Chinese>ACE 護目鏡</Chinese>
|
||||
<Chinesesimp>ACE 护目镜</Chinesesimp>
|
||||
<Japanese>ACE ゴーグル</Japanese>
|
||||
<Korean>ACE 고글</Korean>
|
||||
<Polish>ACE Gogle</Polish>
|
||||
<Russian>ACE Очки</Russian>
|
||||
<Portuguese>ACE Óculos</Portuguese>
|
||||
<French>ACE Lunettes</French>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Goggles_ShowInThirdPerson">
|
||||
<English>Show Goggle Effects in Third Person</English>
|
||||
<German>Brilleneffekt in dritter Person anzeigen</German>
|
||||
@ -85,5 +98,9 @@
|
||||
<Chinese>染色 + 影響</Chinese>
|
||||
<Portuguese>Cor + Efeitos</Portuguese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Goggles_SettingShowClearGlasses">
|
||||
<English>Show Wipe Goggles self interaction</English>
|
||||
<Polish>Pokaż interakcję Wyczyść Gogle</Polish>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -148,6 +148,7 @@
|
||||
<Key ID="STR_ACE_Grenades_CTS9_Name">
|
||||
<English>CTS 7290 9-bang Flash Grenade</English>
|
||||
<German>CTS 7290 9-fach Blendgranate</German>
|
||||
<Chinese>CTS 7290-9 9閃 閃光彈</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Grenades_CTS9_NameShort">
|
||||
<English>CTS 7290-9</English>
|
||||
|
@ -1,6 +1,17 @@
|
||||
class CfgVehicles {
|
||||
class Man;
|
||||
class CAManBase: Man {
|
||||
class ACE_SelfActions {
|
||||
class ACE_Equipment {
|
||||
class GVAR(checkAmmo) {
|
||||
displayName = CSTRING(checkAmmo);
|
||||
condition = QUOTE(GVAR(showCheckAmmoSelf) && {_player call FUNC(canCheckAmmoSelf)});
|
||||
statement = QUOTE(call FUNC(checkAmmo));
|
||||
exceptions[] = {"isNotInside", "isNotSwimming", "isNotSitting"};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class ACE_Actions {
|
||||
class ACE_Weapon {
|
||||
class GVAR(LinkBelt) {
|
||||
|
@ -1,5 +1,6 @@
|
||||
|
||||
PREP(canCheckAmmo);
|
||||
PREP(canCheckAmmoSelf);
|
||||
PREP(getAmmoToLinkBelt);
|
||||
PREP(checkAmmo);
|
||||
PREP(displayAmmo);
|
||||
|
@ -8,7 +8,7 @@ if (!hasInterface) exitWith {};
|
||||
// Conditions: canInteract
|
||||
if !([ACE_player, vehicle ACE_player, ["isNotInside", "isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
|
||||
// Conditions: specific
|
||||
if !(ACE_player call CBA_fnc_canUseWeapon || {(vehicle ACE_player) isKindOf "StaticWeapon"}) exitWith {false};
|
||||
if !(ACE_player call FUNC(canCheckAmmoSelf)) exitWith {false};
|
||||
// Ignore if controlling UAV (blocks radar keybind)
|
||||
if (!isNull (ACE_controlledUAV param [0, objNull])) exitWith {false};
|
||||
|
||||
|
@ -6,4 +6,6 @@ PREP_RECOMPILE_START;
|
||||
#include "XEH_PREP.hpp"
|
||||
PREP_RECOMPILE_END;
|
||||
|
||||
#include "initSettings.sqf"
|
||||
|
||||
ADDON = true;
|
||||
|
20
addons/reload/functions/fnc_canCheckAmmoSelf.sqf
Normal file
20
addons/reload/functions/fnc_canCheckAmmoSelf.sqf
Normal file
@ -0,0 +1,20 @@
|
||||
#include "script_component.hpp"
|
||||
/*
|
||||
* Author: veteran29
|
||||
* Check if the player can check his own ammo.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Player <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Can check ammo <BOOL>
|
||||
*
|
||||
* Example:
|
||||
* [cursorObject] call ace_reload_fnc_canCheckAmmoSelf
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
params ["_player"];
|
||||
|
||||
_player call CBA_fnc_canUseWeapon && {!((vehicle _player) isKindOf "StaticWeapon")}
|
9
addons/reload/initSettings.sqf
Normal file
9
addons/reload/initSettings.sqf
Normal file
@ -0,0 +1,9 @@
|
||||
|
||||
[
|
||||
QGVAR(showCheckAmmoSelf),
|
||||
"CHECKBOX",
|
||||
[LSTRING(SettingShowCheckAmmoSelf), LSTRING(SettingShowCheckAmmoSelfDesc)],
|
||||
localize ELSTRING(common,ACEKeybindCategoryWeapons),
|
||||
false, // default value
|
||||
0 // isGlobal
|
||||
] call CBA_fnc_addSetting;
|
@ -33,6 +33,14 @@
|
||||
<Chinesesimp>在重新装填时检查新弹匣上的弹药.</Chinesesimp>
|
||||
<Chinese>在重新裝填時檢查新彈匣上的彈藥.</Chinese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Reload_SettingShowCheckAmmoSelf">
|
||||
<English>Always show check ammo self interaction</English>
|
||||
<Polish>Zawsze pokazuj interakcję od sprawdzania amunicji</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Reload_SettingShowCheckAmmoSelfDesc">
|
||||
<English>Shows check ammo self interaction even when not in static weapons.</English>
|
||||
<Polish>Pokazuje interakcję od sprawdzania amunicji poza bronią statyczną.</Polish>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Reload_checkAmmo">
|
||||
<English>Check Ammo</English>
|
||||
<German>Munition prüfen</German>
|
||||
|
@ -3,49 +3,37 @@ class CfgWeapons {
|
||||
class ItemCore;
|
||||
class InventoryOpticsItem_Base_F;
|
||||
|
||||
class RKSL_optic_PMII_312: ItemCore {
|
||||
class RKSL_optic_PMII_312: ItemCore { // https://www.schmidtundbender.de/en/products/police-military-forces/3-12x50-pm-ii.html
|
||||
ACE_ScopeHeightAboveRail = 4.2235;
|
||||
ACE_ScopeAdjust_Vertical[] = { -1, 12 };
|
||||
ACE_ScopeAdjust_Horizontal[] = { -6, 6 };
|
||||
ACE_ScopeAdjust_Vertical[] = {0, 13}; // Single Turn
|
||||
ACE_ScopeAdjust_Horizontal[] = {-6, 6};
|
||||
ACE_ScopeAdjust_VerticalIncrement = 0.1;
|
||||
ACE_ScopeAdjust_HorizontalIncrement = 0.1;
|
||||
class ItemInfo: InventoryOpticsItem_Base_F {
|
||||
class OpticsModes {
|
||||
class Snip {
|
||||
discreteDistance[] = { 100 };
|
||||
discreteDistance[] = {100}; // default RKSL {100,...,1500}
|
||||
discreteDistanceInitIndex = 0;
|
||||
distanceZoomMax = 1500; // default RKSL 100
|
||||
distanceZoomMin = 100; // default RKSL
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class RKSL_optic_PMII_312_sunshade: ItemCore {
|
||||
class RKSL_optic_PMII_525: ItemCore { // https://www.schmidtundbender.de/en/products/police-military-forces/5-25x56-pm-iilp.html
|
||||
ACE_ScopeHeightAboveRail = 4.2235;
|
||||
ACE_ScopeAdjust_Vertical[] = { -1, 12 };
|
||||
ACE_ScopeAdjust_Horizontal[] = { -6, 6 };
|
||||
ACE_ScopeAdjust_Vertical[] = {0, 26};
|
||||
ACE_ScopeAdjust_Horizontal[] = {-6, 6};
|
||||
ACE_ScopeAdjust_VerticalIncrement = 0.1;
|
||||
ACE_ScopeAdjust_HorizontalIncrement = 0.1;
|
||||
class ItemInfo: InventoryOpticsItem_Base_F {
|
||||
class OpticsModes {
|
||||
class Snip {
|
||||
discreteDistance[] = { 100 };
|
||||
discreteDistanceInitIndex = 0;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class RKSL_optic_PMII_525: ItemCore {
|
||||
ACE_ScopeHeightAboveRail = 4.2235;
|
||||
ACE_ScopeAdjust_Vertical[] = { 0, 26 };
|
||||
ACE_ScopeAdjust_Horizontal[] = { -6, 6 };
|
||||
ACE_ScopeAdjust_VerticalIncrement = 0.1;
|
||||
ACE_ScopeAdjust_HorizontalIncrement = 0.1;
|
||||
class ItemInfo: InventoryOpticsItem_Base_F {
|
||||
class OpticsModes {
|
||||
class Snip {
|
||||
discreteDistance[] = { 100 };
|
||||
discreteDistance[] = {100}; // default RKSL {300,...,2500}
|
||||
discreteDistanceInitIndex = 0;
|
||||
distanceZoomMax = 2500; // default RKSL 300
|
||||
distanceZoomMin = 300; // default RKSL
|
||||
};
|
||||
};
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user