Merge pull request #513 from acemod/mainCleanup

ACE_Main major cleanup
This commit is contained in:
Nicolás Badano 2015-04-14 10:25:14 -03:00
commit a93cb310d4
10 changed files with 8 additions and 713 deletions

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@ -1,35 +0,0 @@
#include "script_dialog_defines.hpp"
class ACE_ABOUT_DLG {
idd = 114137;
movingEnable = 0;
onLoad = "with uiNameSpace do { ACE_ABOUT_DLG = _this select 0; };";
onKeyDown = "if((_this select 1) == 1) then {ACE_ABOUT_STP = true;};";
class controlsBackground {
class Contents : RscStructuredText {
idc = 1141371;
colorBackground[] = { 0, 0, 0, 0 };
__SX(0.45);
__SY(0.25);
__SW(0.45);
__SH(0.6);
size = "0.025 * SafeZoneH";
class Attributes {
font = "TahomaB";
color = "#C8C8C8";
align = "left";
valign = "middle";
shadow = true;
shadowColor = "#191970";
size = "1";
};
};
class ACE_ABOUT_NEXT : ACE_ABOUT_CTRL { //dummy visible
idc = 1141372;
__SX(0.065);
__SW(0.03);
text = "";
action = "";
};
}; //controlsBackground
};

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@ -1,8 +1,8 @@
class CfgFactionClasses {
class NO_CATEGORY;
class ACE: NO_CATEGORY {
displayName = "ACE";
priority = 2;
side = 7;
};
};
class CfgFactionClasses {
class NO_CATEGORY;
class ACE: NO_CATEGORY {
displayName = "ACE";
priority = 2;
side = 7;
};
};

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@ -1,210 +0,0 @@
#include "script_component.hpp"
#include "\z\ace\addons\main\script_common.hpp"
if (!isNil "ACE_ABOUT_RUN") exitWith {ACE_ABOUT_RUN = false;};
ACE_ABOUT_RUN = true;
disableSerialization;
PARAMS_2(_menu,_data);
private ["_pcredits", "_pkeynam", "_shift", "_ctrl", "_alt", "_keys", "_key", "_keystrg", "_mod", "_knaml", "_knam", "_k", "_pkeys", "_pary", "_tpages", "_cEvents", "_i", "_cSys", "_tSys", "_aSys", "_tS", "_j", "_c", "_tC", "_keyn", "_fadet", "_page1", "_color", "_bcolor", "_newpages", "_pstart", "_pcount", "_pnext", "_display", "_control", "_pnames", "_pnam", "_page", "_pages", "_run", "_disp", "_next", "_input", "_nesc", "_unset", "_p", "_text", "_curPage", "_time", "_faded"];
_pcredits = [
"",
"<t align='center' color='#CC1100'>Advanced Combat Environment 2</t>",
"<t align='center' color='#566D7E'>http://dev-heaven.net/projects/ace-mod2</t>",
"",
__cr_managers,
"",
__cr_devs,
"",
__cr_testers,
"",
"For a full list of acknowledgements, please visit our Wiki:",
"<t color='#566D7E'>http://ace.dev-heaven.net</t>"
];
_pkeynam = { //local function
_shift = if (_shift > 0) then {42} else {0};
_ctrl = if (_ctrl > 0) then {56} else {0};
_alt = if (_alt > 0) then {29} else {0};
_keys = [_shift,_ctrl,_alt,_key];
_keystrg = "^";
{
_mod = _x in [42,56,29];
_knaml = call compile format["format['%2',%1]",(keyName _x),"%1"];
_knaml = [_knaml, " "] call CBA_fnc_split;
_knam = "^";
{_k = _x; if (!_mod || (_k != (localize "STR_ACE_KN_LEFT") && _k != (localize "STR_ACE_KN_RIGHT"))) then {_knam = _knam + " " + _k}} forEach _knaml;
_knam = [_knam, "^ ", ""] call CBA_fnc_replace;
_keystrg = _keystrg + "-" + _knam;
} forEach _keys;
_keystrg = [_keystrg, "^ ", ""] call CBA_fnc_replace;
_keystrg = [_keystrg, "^-", ""] call CBA_fnc_replace;
_keystrg = [_keystrg, "^", "None"] call CBA_fnc_replace;
_keystrg
};
_pkeys = {
_pary = [];
_tpages = [];
_cEvents = configFile/"CfgSettings"/"CBA"/"events";
for "_i" from 0 to (count _cEvents) - 1 do {
_cSys = _cEvents select _i;
_tSys = configName _cSys;
if (isNumber ((_cSys select 0)/"key")) then {
//format system name
_aSys = [_tSys, "_"] call CBA_fnc_split;
_tS = "^";
{if (_x != "ace" && _x != "sys") then {_tS = _tS + " " + _x}} forEach _aSys;
_tS = [_tS, "^ ", ""] call CBA_fnc_replace;
_tS = format["<t color='#99cccc'>%1:</t>",_tS];
PUSH(_pary,_tS);
for "_j" from 0 to (count _cSys) - 1 do {
_c = _cSys select _j;
_tC = configName _c;
_tC = [_tC, "_", " "] call CBA_fnc_replace;
//key
_key = getNumber (_c/"key");
_shift = getNumber (_c/"shift");
_ctrl = getNumber (_c/"ctrl");
_alt = getNumber (_c/"alt");
_keyn = [_key,_shift,_ctrl,_alt] call _pkeynam;
_tC = format[" %1: %2",_tC,_keyn];
PUSH(_pary,_tC);
};
};
if (count _pary > 20) then { //split full page
PUSH(_tpages,_pary);
_pary = [];
};
};
if (count _pary > 0) then { //partial page
PUSH(_tpages,_pary);
_pary = [];
};
_tpages
};
//pages (make sure each will fit within 24 lines, word wrap is on)
switch(_menu) do {
case "MAIN": { //note: not all scripting commands available on main menu (not compiled yet?)
_fadet = 13;
_page1 = _pcredits;
};
case "SING": {
_fadet = 20; //fade time
_color = [1,1,1,1];
//_bcolor = [0,0,0,0.3];
_page1 = _pcredits;
_newpages = [] call _pkeys;
_pstart = 2;
_pcount = count _newpages;
_pnext = _pstart + _pcount;
};
case "MULT": {
_fadet = 20;
_color = [1,1,1,1];
//_bcolor = [0,0,0,0.3];
_page1 = _pcredits;
_newpages = [] call _pkeys;
_pstart = 2;
_pcount = count _newpages;
_pnext = _pstart + _pcount;
};
default {};
};
//main menu display
if (typeName(_data select 0) == "DISPLAY") then {
_display = _data select 0;
};
if (typeName(_data select 0) == "CONTROL") then {
_control = _data select 0;
_display = ctrlParent _control;
};
//dynamic pages
_pnames = [];
for "_x" from _pstart to _pnext - 1 do {
_pnam = format ["_page%1",_x];
PUSH(_pnames,_pnam);
};
private _pnames;
for "_x" from 0 to _pcount - 1 do {
call compile format ["%1 = %2", _pnames select _x, _newpages select _x];
};
//get num pages
_pages = 0;
_run = true;
while {_run} do {
INC(_pages);
if (isNil format ["_page%1", _pages]) exitWith {_pages = _pages - 1; _run = false};
};
if (_pages > 0) then {
//Dialog
createDialog "ACE_ABOUT_DLG";
_disp = uiNamespace getVariable "ACE_ABOUT_DLG";
_ctrl = _disp displayCtrl 1141371;
_next = _disp displayCtrl 1141372;
if (_pages > 1) then {_next ctrlSetText "Next"};
_ctrl ctrlSetFade 1;
_ctrl ctrlCommit 0;
_ctrl ctrlSetFade 0;
_ctrl ctrlCommit 3;
ACE_ABOUT_INC = 0;
_input = { //local function
_nesc = isNil "ACE_ABOUT_STP";
if (_pages == 1) then {ACE_ABOUT_INC = 0}; //ignore special control
_unset = (ACE_ABOUT_INC == 0) && ACE_ABOUT_RUN;
if (_unset && _nesc) then {false} else {_fadet = _fadet + 5; true};
};
//by default cycle
for "_p" from 1 to _pages do {
_text = "";
_page = call compile format["_page%1",_p];
_curPage = _p;
{
_text = _text + _x + "<br />";
_ctrl ctrlSetStructuredText parseText _text;
if (call _input) exitWith {_p = _pages};
if (_x != "") then {uisleep 0.8};
} forEach _page;
};
_run = true;
while {if (isNil "ACE_ABOUT_STP") then {_run} else {false}} do {
_ctrl ctrlSetFade 0;
_ctrl ctrlCommit 0;
if (!isNil "_color") then {_ctrl ctrlSetTextColor _color};
if (!isNil "_bcolor") then {_ctrl ctrlSetBackgroundColor _bcolor};
_curPage = _curPage + ACE_ABOUT_INC;
if (_curPage > _pages) then {_curPage = 1};
if (_curPage <= 0) then {_curPage = 1};
ACE_ABOUT_INC = 0;
if (!ACE_ABOUT_RUN) then {ACE_ABOUT_RUN = true};
_text = "";
_page = call compile format ["_page%1",_curPage];
{_text = _text + _x + "<br />"} forEach _page;
_ctrl ctrlSetStructuredText parseText _text;
_ctrl ctrlSetFade 1;
_ctrl ctrlCommit _fadet;
_time = time + _fadet + 2;
waitUntil{uisleep 1; _run = call _input; _faded = time > _time; (_run || _faded)};
}; //while RUN
};
ACE_ABOUT_STP = Nil;
ACE_ABOUT_RUN = Nil;
closeDialog 0;

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@ -1,92 +0,0 @@
License (short)
===============
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License (short)
===============
You are free:
- to Share — to copy, distribute and transmit the work
Under the following conditions:
- Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
- Noncommercial — You may not use this work for commercial purposes.
- No Derivative Works — You may not alter, transform, or build upon this work.
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Public Domain — Where the work or any of its elements is in the public domain under applicable law, that status is in no way affected by the license.
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Notice — For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
Full license text
=================
THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.
BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.
1. Definitions
"Adaptation" means a work based upon the Work, or upon the Work and other pre-existing works, such as a translation, adaptation, derivative work, arrangement of music or other alterations of a literary or artistic work, or phonogram or performance and includes cinematographic adaptations or any other form in which the Work may be recast, transformed, or adapted including in any form recognizably derived from the original, except that a work that constitutes a Collection will not be considered an Adaptation for the purpose of this License. For the avoidance of doubt, where the Work is a musical work, performance or phonogram, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered an Adaptation for the purpose of this License.
"Collection" means a collection of literary or artistic works, such as encyclopedias and anthologies, or performances, phonograms or broadcasts, or other works or subject matter other than works listed in Section 1(f) below, which, by reason of the selection and arrangement of their contents, constitute intellectual creations, in which the Work is included in its entirety in unmodified form along with one or more other contributions, each constituting separate and independent works in themselves, which together are assembled into a collective whole. A work that constitutes a Collection will not be considered an Adaptation (as defined above) for the purposes of this License.
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"Work" means the literary and/or artistic work offered under the terms of this License including without limitation any production in the literary, scientific and artistic domain, whatever may be the mode or form of its expression including digital form, such as a book, pamphlet and other writing; a lecture, address, sermon or other work of the same nature; a dramatic or dramatico-musical work; a choreographic work or entertainment in dumb show; a musical composition with or without words; a cinematographic work to which are assimilated works expressed by a process analogous to cinematography; a work of drawing, painting, architecture, sculpture, engraving or lithography; a photographic work to which are assimilated works expressed by a process analogous to photography; a work of applied art; an illustration, map, plan, sketch or three-dimensional work relative to geography, topography, architecture or science; a performance; a broadcast; a phonogram; a compilation of data to the extent it is protected as a copyrightable work; or a work performed by a variety or circus performer to the extent it is not otherwise considered a literary or artistic work.
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#define __cr_managers "Manager: "
#define __cr_devs "Developer:"
#define __cr_testers "Contributor: "

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#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define VSoft 0
#define VArmor 1
#define VAir 2
#define LockNo 0
#define LockCadet 1
#define LockYes 2
#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3
#define WeaponNoSlot 0 // dummy weapons
#define WeaponSlotPrimary 1 // primary weapons
#define WeaponSlotSecondary 16 // secondary weapons
#define WeaponSlotItem 256 // items
#define WeaponSlotBinocular 4096 // binocular
#define WeaponHardMounted 65536
#define CanSeeRadar 1
#define CanSeeRye 2
#define CanSeeOptics 4
#define CanSeeEar 4
#define CanSeeCompass 16
#define CanSeeRadarC CanSeeRadar+CanSeeCompass
#define CanSeeAll 31

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@ -4,171 +4,6 @@
// Default versioning level
#define DEFAULT_VERSIONING_LEVEL 2
// RGB Colors
#define RGB_GREEN 0, 0.5, 0, 1
#define RGB_BLUE 0, 0, 1, 1
#define RGB_ORANGE 0.5, 0.5, 0, 1
#define RGB_RED 1, 0, 0, 1
#define RGB_YELLOW 1, 1, 0, 1
#define RGB_WHITE 1, 1, 1, 1
#define RGB_GRAY 0.5, 0.5, 0.5, 1
#define RGB_BLACK 0, 0, 0, 1
#define RGB_MAROON 0.5, 0, 0, 1
#define RGB_OLIVE 0.5, 0.5, 0, 1
#define RGB_NAVY 0, 0, 0.5, 1
#define RGB_PURPLE 0.5, 0, 0.5, 1
#define RGB_FUCHSIA 1, 0, 1, 1
#define RGB_AQUA 0, 1, 1, 1
#define RGB_TEAL 0, 0.5, 0.5, 1
#define RGB_LIME 0, 1, 0, 1
#define RGB_SILVER 0.75, 0.75, 0.75, 1
#include "script_macros_menudef.hpp"
#define ACE_NOARMORY class Armory { disabled = 1; }
#define ACE_ARMORY class Armory { disabled = 0; }
#define ACE_ACEARMORY class Armory { disabled = 0; author = "A.C.E."; }
// Weapon defaults
// NOTE !!!! - Do not forget to dummy-update the configs that use these defines, or the changes won't activate due to binarization!
#define ACE_DEFAULT_WEAPONS "Throw", "Put"
// Item defaults
// NOTE !!!! - Do not forget to dummy-update the configs that use these defines, or the changes won't activate due to binarization!
#define ACE_ITEMS_TEAMLEADER_B "ItemMap","ItemCompass","ItemWatch","ItemRadio"
#define ACE_ITEMS_SQUADLEADER_B "ItemMap","ItemCompass","ItemWatch","ItemRadio","ACE_DAGR"
#define ACE_ITEMS_SPECIAL "ItemMap","ItemCompass","ItemWatch","ItemRadio"
#define ACE_ITEMS "ItemWatch","ItemRadio"
#define ACE_ITEMS_CIVILIAN "ItemWatch"
#define ACE_DEFAULT_SLOTS "1 + 4 + 12* 256 + 2* 4096 + 2 + 8* 16 + 12*131072"
#define ACE_NOGRIP handAnim[] = {}
#define ACE_DISTANCE_DEFAULT distanceZoomMin = 300; distanceZoomMax = 300
// #include "script_macros_optics.hpp" //ToDo
#define ACE_NOZEROING discreteDistance[] = {}; \
discreteDistanceInitIndex = 0; \
weaponInfoType = "RscWeaponEmpty"
#define ACE_NOTURRETZEROING discreteDistance[] = {}; \
discreteDistanceInitIndex = 0; \
turretInfoType = "RscWeaponEmpty"
#define ACE_LASER irLaserPos = "laser pos"; \
irLaserEnd = "laser dir"; \
irDistance = 300
#define ACE_LASER_DISTANCE_VANILLA irDistance = 300
#define ACE_NOLASER irLaserPos = "laser pos"; \
irLaserEnd = "laser dir"; \
irDistance = 0
#define ACE_SUPPRESSED ace_suppressed = 1; \
fireLightDuration = 0; \
fireLightIntensity = 0
// TODO: Cleanup in all the configs around
#define ACE_M_MAG(x,y) class _xx_##x {magazine = ##x; count = ##y;}
#define ACE_M_WEP(x,y) class _xx_##x {weapon = ##x; count = ##y;}
#define ACE_M_ITEM(x,y) class _xx_##x {name = ##x; count = ##y;}
#define ACE_M_BAG(x,y) class _xx_##x {backpack = ##x; count = ##y;}
// Vehicle defines
// ACE_canBeLoad = This vehicle acts as transporter, i.e you can load stuff into it
// ACE_canBeCargo = This vehicle acts as cargo, i.e you can load this item into other vehicles
#define ACE_CARGO_FRONT ACE_canBeLoad = false; ACE_canBeCargo = true; ACE_canGear = false; ACE_canLoadFront = true
#define ACE_CARGO_ONLY ACE_canBeLoad = false; ACE_canBeCargo = true; ACE_canGear = false; ACE_canLoadFront = false
#define ACE_LOAD_ONLY ACE_canBeLoad = true; ACE_canBeCargo = false; ACE_canGear = false; ACE_canLoadFront = false
#define ACE_GEAR_ONLY ACE_canBeLoad = true; ACE_canBeCargo = false; ACE_canGear = true; ACE_canLoadFront = false
#define ACE_NOCARGOLOAD ACE_canBeLoad = false; ACE_canBeCargo = false; ACE_canGear = false; ACE_canLoadFront = false
// Increased FOV for tank driver
// Increased Default US Tank driver optic
#define ACE_DRIVEROPTIC_TANK_US driverOpticsModel = "\z\ace\addons\m_veh_optics\driver\optika_tank_driver_west.p3d"
// Increased Default RU Tank driver optic
#define ACE_DRIVEROPTIC_TANK_RU driverOpticsModel = "\z\ace\addons\m_veh_optics\driver\optika_tank_driver_east.p3d"
// Increased Default NON Specified driver optic
#define ACE_DRIVEROPTIC_TANK driverOpticsModel = "\z\ace\addons\m_veh_optics\driver\optika_tank_driver.p3d"
// Increased Default EP1 NON Specified driver optic
// Default black border thing needs finish
#define ACE_DRIVEROPTIC_TANK_EP1 driverOpticsModel = "\z\ace\addons\m_veh_optics\driver\optika_tank_driver.p3d"
#define ACE_BWC ace_bwc = 1
// SCRIPTING MACROS
// Items
#define inITEMS(x,y) (##x in (y call ACE_fnc_getGear))
#define remITEMS(x,y) ([##x,y] call ACE_fnc_removeItem)
//#define addITEMS(x,y) (y addItem ##x)
// Interaction/ Put anims
#define canANIM(x) (x call ACE_fnc_CanPutDown)
#define playANIM(x) (if (x call ACE_fnc_CanPutDown) then { x call ACE_fnc_PutDown })
// In vehicle or on foot
#define ONFOOT(x) (x == vehicle x)
#define INVEHICLE(x) (x != vehicle x)
// FX
#define COUGH ace_common_fx_fnc_cough
#define BLURRY ace_common_fx_fnc_blurry
#define BLIND ace_common_fx_fnc_blind_view
#define DEAF ace_common_fx_fnc_deaf
#define DIZZY ace_common_fx_fnc_dizzy
#define FLASH ace_common_fx_fnc_flash
#define KICK ace_common_fx_fnc_kick
#define KNOCKOUT ace_common_fx_fnc_knockout
#define RING ace_common_fx_fnc_ring
// Stamina
#define INC_MASS ace_stamina_fnc_inc_mass
// Does this work, due to BWC_CONFIG(NAME) ?
#undef BWC_CONFIG
#define BWC_CONFIG(NAME) class NAME { \
units[] = {}; \
weapons[] = {}; \
requiredVersion = REQUIRED_VERSION; \
requiredAddons[] = {}; \
version = VERSION; \
ACE_BWC; \
}
#define ACE_FLASHLIGHT class FlashLight { \
color[] = {0.9, 0.9, 0.7, 0.9}; \
ambient[] = {0.1, 0.1, 0.1, 1.0}; \
position = "flash dir"; \
direction = "flash"; \
angle = 30; \
scale[] = {1, 1, 0.5}; \
brightness = 0.1; \
}
#define ACE_SMALL_FLASHLIGHT class FlashLight { \
color[] = {0.9, 0.9, 0.7, 0.9}; \
ambient[] = {0.1, 0.1, 0.1, 1.0}; \
position = "flash dir"; \
direction = "flash"; \
angle = 20; \
scale[] = {0.9, 0.9, 0.4}; \
brightness = 0.09; \
}
// Addaction defines for colored text
#define ACE_TEXT_ORANGE(Text) ("<t color='#ffa500'>" + ##Text + "</t>")
#define ACE_TEXT_RED(Text) ("<t color='#FF0000'>" + ##Text + "</t>")
#define ACE_TEXT_GREEN(Text) ("<t color='#00FF00'>" + ##Text + "</t>")
#define ACE_TEXT_YELLOW(Text) ("<t color='#FFFF00'>" + ##Text + "</t>")
#define EGVAR(module,var) TRIPLES(PREFIX,module,var)
#define QEGVAR(module,var) QUOTE(EGVAR(module,var))

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// ACE Self Interaction Conditions
// Self Interaction Menu not available if player is unconscious
#define ACE_INTERACT_ALIVE (alive player)
#define ACE_INTERACT_UNCON (player call ace_wounds_fnc_isUncon)
// Player is Player Vehicle
#define ACE_INTERACT_PLAYER (player == vehicle player || (player != vehicle player && player in assignedCargo vehicle player))
// Player is climbing up a ladder
#define ACE_INTERACT_LADDER (animationState player in ["ladderriflestatic","laddercivilstatic"])
// Possible = Self interaction opens only if player is alive and conscious (can be in a vehicle)
#define ACE_SELFINTERACTION_POSSIBLE (!ACE_INTERACT_LADDER && {ACE_INTERACT_ALIVE} && {!ACE_INTERACT_UNCON})
// Restricted = Self interaction opens only if player is alive and conscious (can NOT be in a vehicle, i.e Groundmarker, explosives ...)
#define ACE_SELFINTERACTION_RESTRICTED (ACE_SELFINTERACTION_POSSIBLE && {ACE_INTERACT_PLAYER})
// Close interaction menu if unconscious
#define ACE_INTERACT_FNC_EXIT if (ACE_INTERACT_UNCON) exitWith {}
#define ACE_ASSEMBLE (getNumber(configFile >> "CfgActions" >> "Assemble" >> "show") == 0)
#define ACE_DISASSEMBLE (getNumber(configFile >> "CfgActions" >> "DisAssemble" >> "show") == 0)
#define ACE_PIPEDEFAULT (getNumber(configFile >> "CfgMagazines" >> "PipeBomb" >> "useAction") == 0)
#define ACE_IDENTITYDEFAULT (isClass(configFile >> "CfgPatches" >> "ace_combatdeaf"))
#define ACE_RUCKDEFAULT (isClass(configFile >> "CfgPatches" >> "ace_stamina"))
#define ACE_KNOWN2PLAYER (if (name _target in (player getVariable ["ace_recognize_knownnames",[]])) then { name _target } else { " " })

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@ -15,41 +15,3 @@
// MINIMAL required version for the Mod. Components can specify others..
#define REQUIRED_VERSION 0.5
/*
#define DEBUG_ENABLED_ADDONS
#define DEBUG_ENABLED_ATTACHMENTS
#define DEBUG_ENABLED_weapons_backblast
#define DEBUG_ENABLED_BLOOD
#define DEBUG_ENABLED_CARTRIDGES
#define DEBUG_ENABLED_CRATERS
#define DEBUG_ENABLED_CREWPROTECTION
#define DEBUG_ENABLED_DUMMIES
#define DEBUG_ENABLED_EJECT
#define DEBUG_ENABLED_EXPLOSIVES
#define DEBUG_ENABLED_FLARES
#define DEBUG_ENABLED_FLASHBANG
#define DEBUG_ENABLED_GRENADETHROW
#define DEBUG_ENABLED_HUNTIR
#define DEBUG_ENABLED_INTERACTION
#define DEBUG_ENABLED_IRSTROBE
#define DEBUG_ENABLED_MULTI_BARREL
#define DEBUG_ENABLED_MUZZLEBLAST
#define DEBUG_ENABLED_NVG
#define DEBUG_ENABLED_weapons_overheating
#define DEBUG_ENABLED_RECOILDUST
#define DEBUG_ENABLED_ROCKET_BALLISTICS
#define DEBUG_ENABLED_SANDBAG
#define DEBUG_ENABLED_SHOTGUN
#define DEBUG_ENABLED_SIGHT_ADJUSTMENT_AT
#define DEBUG_ENABLED_SIGHT_ADJUSTMENT_GL
#define DEBUG_ENABLED_SIGHT_ADJUSTMENT_RIFLE
#define DEBUG_ENABLED_SMAW_SPOTTINGRIFLE
#define DEBUG_ENABLED_TRACERS
#define DEBUG_ENABLED_TRACKING
#define DEBUG_ENABLED_VIEWBLOCK
#define DEBUG_ENABLED_VEHICLE
#define DEBUG_ENABLED_vehicle_damage
#define DEBUG_ENABLED_WEAPONREST
#define DEBUG_ENABLED_WOUNDS
*/