diff --git a/addons/goggles/config.cpp b/addons/goggles/config.cpp index 95b699eb1c..0812200a87 100644 --- a/addons/goggles/config.cpp +++ b/addons/goggles/config.cpp @@ -183,13 +183,13 @@ class CfgGlasses { ACE_Resistance = 1; ACE_Protection = 1; }; - class G_Bandanna_sport:G_Bandanna_blk { + class G_Bandanna_sport: G_Bandanna_shades { ACE_Color[] = {1,0,0}; ACE_TintAmount=COLOUR; ACE_Resistance = 1; ACE_Protection = 1; }; - class G_Bandanna_aviator:G_Bandanna_blk { + class G_Bandanna_aviator: G_Bandanna_shades { ACE_Color[] = {0,0,-1}; ACE_TintAmount=COLOUR; ACE_Resistance = 1; diff --git a/addons/hearing/CfgWeapons.hpp b/addons/hearing/CfgWeapons.hpp index 7c21baaed2..7e1c932f62 100644 --- a/addons/hearing/CfgWeapons.hpp +++ b/addons/hearing/CfgWeapons.hpp @@ -42,7 +42,8 @@ class CfgWeapons { class H_PilotHelmetFighter_O: H_PilotHelmetFighter_B {}; class H_PilotHelmetFighter_I: H_PilotHelmetFighter_B {}; - class H_Cap_headphones: H_HelmetB { + class HelmetBase; + class H_Cap_headphones: HelmetBase { GVAR(protection) = 0.5; GVAR(lowerVolume) = 0.60; }; diff --git a/addons/medical/CfgVehicles.hpp b/addons/medical/CfgVehicles.hpp index 351d285c7e..4a63f3f67a 100644 --- a/addons/medical/CfgVehicles.hpp +++ b/addons/medical/CfgVehicles.hpp @@ -433,39 +433,38 @@ class CfgVehicles { #define ARM_LEG_ARMOR_BETTER 5 #define ARM_LEG_ARMOR_CSAT 4 - class Land; - class Man: Land { - class HitPoints; - }; - + #define ADD_ACE_HITPOINTS(ARM_ARMOR,LEG_ARMOR) \ + class HitLeftArm { \ + armor = ARM_ARMOR; \ + material = -1; \ + name = "hand_l"; \ + passThrough = 1; \ + radius = 0.08; \ + explosionShielding = 1; \ + visual = "injury_hands"; \ + minimalHit = 0.01; \ + }; \ + class HitRightArm: HitLeftArm { \ + name = "hand_r"; \ + }; \ + class HitLeftLeg { \ + armor = LEG_ARMOR; \ + material = -1; \ + name = "leg_l"; \ + passThrough = 1; \ + radius = 0.1; \ + explosionShielding = 1; \ + visual = "injury_legs"; \ + minimalHit = 0.01; \ + }; \ + class HitRightLeg: HitLeftLeg { \ + name = "leg_r"; \ + }; \ + + class Man; class CAManBase: Man { - class HitPoints: HitPoints { // custom hitpoints. addons might want to adjust these accordingly - class HitLeftArm { - armor = ARM_LEG_ARMOR_DEFAULT; - material = -1; - name = "hand_l"; // @todo hopefully these still include the whole arm + hands - passThrough = 1; - radius = 0.08; - explosionShielding = 1; - visual = "injury_hands"; - minimalHit = 0.01; - }; - class HitRightArm: HitLeftArm { - name = "hand_r"; // @todo hopefully these still include the whole arm + hands - }; - class HitLeftLeg { - armor = ARM_LEG_ARMOR_DEFAULT; - material = -1; - name = "leg_l"; - passThrough = 1; - radius = 0.1; - explosionShielding = 1; - visual = "injury_legs"; - minimalHit = 0.01; - }; - class HitRightLeg: HitLeftLeg { - name = "leg_r"; - }; + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_DEFAULT,ARM_LEG_ARMOR_DEFAULT); }; class ACE_SelfActions { @@ -525,174 +524,82 @@ class CfgVehicles { class B_Soldier_base_F: SoldierWB {}; class B_Soldier_04_f: B_Soldier_base_F { - class HitPoints: HitPoints { - class HitHead; - class HitBody; - class HitHands; - class HitLegs; - class HitLeftArm: HitLeftArm { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitRightArm: HitRightArm { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitLeftLeg: HitLeftLeg { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitRightLeg: HitRightLeg { - armor = ARM_LEG_ARMOR_BETTER; - }; + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_BETTER,ARM_LEG_ARMOR_BETTER); }; }; class B_Soldier_05_f: B_Soldier_base_F { - class HitPoints: HitPoints { - class HitHead; - class HitBody; - class HitHands; - class HitLegs; - class HitLeftArm: HitLeftArm { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitRightArm: HitRightArm { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitLeftLeg: HitLeftLeg { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitRightLeg: HitRightLeg { - armor = ARM_LEG_ARMOR_BETTER; - }; + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_BETTER,ARM_LEG_ARMOR_BETTER); }; }; class I_Soldier_base_F: SoldierGB {}; class I_Soldier_03_F: I_Soldier_base_F { - class HitPoints: HitPoints { - class HitHead; - class HitBody; - class HitHands; - class HitLegs; - class HitLeftArm: HitLeftArm { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitRightArm: HitRightArm { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitLeftLeg: HitLeftLeg { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitRightLeg: HitRightLeg { - armor = ARM_LEG_ARMOR_BETTER; - }; + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_BETTER,ARM_LEG_ARMOR_BETTER); }; }; class I_Soldier_04_F: I_Soldier_base_F { - class HitPoints: HitPoints { - class HitHead; - class HitBody; - class HitHands; - class HitLegs; - class HitLeftArm: HitLeftArm { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitRightArm: HitRightArm { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitLeftLeg: HitLeftLeg { - armor = ARM_LEG_ARMOR_BETTER; - }; - class HitRightLeg: HitRightLeg { - armor = ARM_LEG_ARMOR_BETTER; - }; + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_BETTER,ARM_LEG_ARMOR_BETTER); }; }; class O_Soldier_base_F: SoldierEB { - class HitPoints: HitPoints { - class HitHead; - class HitBody; - class HitHands; - class HitLegs; - class HitLeftArm: HitLeftArm { - armor = ARM_LEG_ARMOR_CSAT; - }; - class HitRightArm: HitRightArm { - armor = ARM_LEG_ARMOR_CSAT; - }; - class HitLeftLeg: HitLeftLeg { - armor = ARM_LEG_ARMOR_CSAT; - }; - class HitRightLeg: HitRightLeg { - armor = ARM_LEG_ARMOR_CSAT; - }; + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_CSAT,ARM_LEG_ARMOR_BETTER); }; }; + class O_Soldier_diver_base_F: O_Soldier_base_F { + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_CSAT,ARM_LEG_ARMOR_BETTER); + }; + }; + class O_Soldier_02_F: O_Soldier_base_F { - class HitPoints: HitPoints { - class HitHead; - class HitBody; - class HitHands; - class HitLegs; - class HitLeftArm: HitLeftArm { - armor = ARM_LEG_ARMOR_CSAT; - }; - class HitRightArm: HitRightArm { - armor = ARM_LEG_ARMOR_CSAT; - }; - class HitLeftLeg: HitLeftLeg { - armor = ARM_LEG_ARMOR_CSAT; - }; - class HitRightLeg: HitRightLeg { - armor = ARM_LEG_ARMOR_CSAT; - }; + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_CSAT,ARM_LEG_ARMOR_BETTER); }; }; class O_officer_F: O_Soldier_base_F { - class HitPoints: HitPoints { - class HitHead; - class HitBody; - class HitHands; - class HitLegs; - class HitLeftArm: HitLeftArm { - armor = ARM_LEG_ARMOR_CSAT; // @todo is that suppossed to be the case? - }; - class HitRightArm: HitRightArm { - armor = ARM_LEG_ARMOR_CSAT; - }; - class HitLeftLeg: HitLeftLeg { - armor = ARM_LEG_ARMOR_CSAT; - }; - class HitRightLeg: HitRightLeg { - armor = ARM_LEG_ARMOR_CSAT; - }; + class HitPoints { + ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_CSAT,ARM_LEG_ARMOR_BETTER); }; }; - class O_Protagonist_VR_F: O_Soldier_base_F { - class HitPoints: HitPoints { - class HitHead; - class HitBody; - class HitHands; - class HitLegs; - class HitLeftArm: HitLeftArm { - armor = 2; - }; - class HitRightArm: HitRightArm { - armor = 2; - }; - class HitLeftLeg: HitLeftLeg { - armor = 2; - }; - class HitRightLeg: HitRightLeg { - armor = 2; - }; - }; - }; + //These VR guys already have limb hitpoints that we should be able to use + //Note: the selections are a little weird, eg: class leg_l {name = "leg_l";}; + // class B_Soldier_VR_F: B_Soldier_base_F { { + // class HitPoints { + //Has class hand_l, hand_r, leg_l, leg_r Hitpoints already + // }; + // }; + // class O_Soldier_VR_F: O_Soldier_base_F { { + // class HitPoints { + //Has class hand_l, hand_r, leg_l, leg_r Hitpoints already + // }; + // }; + // class I_Soldier_VR_F: I_Soldier_base_F { { + // class HitPoints { + //Has class hand_l, hand_r, leg_l, leg_r Hitpoints already + // }; + // }; + // class C_Soldier_VR_F: C_man_1 { + // class HitPoints { + //Has class hand_l, hand_r, leg_l, leg_r Hitpoints already + // }; + // }; + // class O_Protagonist_VR_F: O_Soldier_base_F { + // class HitPoints { + //Has class hand_l, hand_r, leg_l, leg_r Hitpoints already + // }; + // }; class MapBoard_altis_F; class ACE_bodyBagObject: MapBoard_altis_F {