Merge branch 'acemod:master' into master

This commit is contained in:
lambdatiger
2024-06-19 23:49:01 -05:00
parent 60a0daef66
commit d0df8e5e1f
446 changed files with 6972 additions and 3225 deletions

View File

@ -19,7 +19,7 @@
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle,_gunner,_turret);
if (!(_ammo isKindOf "BulletBase")) exitWith {};
if !(_ammo isKindOf "BulletBase") exitWith {};
if (!alive _projectile) exitWith {};
if (underwater _unit) exitWith {};

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@ -40,7 +40,7 @@ if (_transonicStabilityCoef == 0) then {
_transonicStabilityCoef = 0.5;
};
private _dragModel = getNumber(_ammoConfig >> "ACE_dragModel");
if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
if !(_dragModel in [1, 2, 5, 6, 7, 8]) then {
_dragModel = 1;
};
private _ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");

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@ -46,7 +46,7 @@ if (!hasInterface) exitWith {};
}, true] call CBA_fnc_addPlayerEventHandler;
// - Duty factors -------------------------------------------------------------
if (GVAR(medicalLoaded)) then {
if (GETEGVAR(medical,enabled,false)) then {
[QEGVAR(medical,pain), { // 0->1.0, 0.5->1.05, 1->1.1
linearConversion [0, 1, (_this getVariable [QEGVAR(medical,pain), 0]), 1, 1.1, true];
}] call FUNC(addDutyFactor);

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@ -13,6 +13,5 @@ GVAR(dutyList) = createHashMap;
GVAR(setAnimExclusions) = [];
GVAR(inertia) = 0;
GVAR(inertiaCache) = createHashMap;
GVAR(medicalLoaded) = ["ace_medical"] call EFUNC(common,isModLoaded);
ADDON = true;

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@ -25,7 +25,7 @@ if (!alive ACE_player) exitWith {
private _oxygen = 0.9; // Default AF oxygen saturation
if (GVAR(medicalLoaded) && {EGVAR(medical_vitals,simulateSpo2)}) then {
if (GETEGVAR(medical,enabled,false) && {EGVAR(medical_vitals,simulateSpo2)}) then {
_oxygen = (ACE_player getVariable [QEGVAR(medical,spo2), 97]) / 100;
};

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@ -10,20 +10,10 @@ if (!hasInterface) exitWith {};
// Temporary Wind Info indication
GVAR(tempWindInfo) = false;
// Ammo/Magazines look-up hash for correctness of initSpeed
GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
{
{
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
if (_ammo != "") then { GVAR(ammoMagLookup) setVariable [_ammo, _x]; };
} forEach (getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines"));
} forEach getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
// Add keybinds
["ACE3 Weapons", QGVAR(prepare), localize LSTRING(Prepare), {
// Condition
if (!([ACE_player] call FUNC(canPrepare))) exitWith {false};
if !([ACE_player] call FUNC(canPrepare)) exitWith {false};
if (EGVAR(common,isReloading)) exitWith {true};
// Statement

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@ -1,3 +1,21 @@
#include "script_component.hpp"
#include "XEH_PREP.hpp"
// Ammo/Magazines look-up hash for correctness of initSpeed
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgAmmo = configFile >> "CfgAmmo";
private _cfgThrow = configFile >> "CfgWeapons" >> "Throw";
private _ammoMagLookup = createHashMap;
{
{
private _ammo = getText (_cfgMagazines >> _x >> "ammo");
if (_ammo != "") then {
_ammoMagLookup set [configName (_cfgAmmo >> _ammo), _x];
};
} forEach (getArray (_cfgThrow >> _x >> "magazines"));
} forEach (getArray (_cfgThrow >> "muzzles"));
uiNamespace setVariable [QGVAR(ammoMagLookup), compileFinal _ammoMagLookup];

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@ -43,13 +43,10 @@ if ((!_primed) && {!((_throwableMag in (uniformItems ACE_player)) || {_throwable
// Get correct throw power for primed grenade
if (_primed) then {
private _ammoType = typeOf _activeThrowable;
_throwableMag = GVAR(ammoMagLookup) getVariable _ammoType;
if (isNil "_throwableMag") then {
// What we're trying to throw must not be a normal throwable because it is not in our lookup hash (e.g. 40mm smoke)
// Just use HandGrenade as it has an average initSpeed value
_throwableMag = "HandGrenade";
};
// If ammo type is not found:
// What we're trying to throw must not be a normal throwable because it is not in our lookup hash (e.g. 40mm smoke)
// Just use HandGrenade as it has an average initSpeed value
_throwableMag = (uiNamespace getVariable QGVAR(ammoMagLookup)) getOrDefault [typeOf _activeThrowable, "HandGrenade"];
};
// Some throwables have different classname for magazine and ammo

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@ -18,19 +18,10 @@
params ["_unit"];
TRACE_1("params",_unit);
// Temporarily enable wind info, to aid in throwing smoke grenades effectively
if (
GVAR(enableTempWindInfo) &&
{!(missionNamespace getVariable [QEGVAR(weather,WindInfo), false])}
) then {
[] call EFUNC(weather,displayWindInfo);
GVAR(tempWindInfo) = true;
};
// Select next throwable if one already in hand
if (_unit getVariable [QGVAR(inHand), false]) exitWith {
TRACE_1("inHand",_unit);
if (!(_unit getVariable [QGVAR(primed), false])) then {
if !(_unit getVariable [QGVAR(primed), false]) then {
TRACE_1("not primed",_unit);
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
// selectNextGrenade relies on muzzles array (setAmmo 0 removes the muzzle from the array and current can't be found, cycles between 0 and 1 muzzles)
@ -44,6 +35,11 @@ if (isNull (_unit getVariable [QGVAR(activeThrowable), objNull]) && {(currentThr
TRACE_1("no throwables",_unit);
};
// Temporarily enable wind info, to aid in throwing smoke grenades effectively
if (GVAR(enableTempWindInfo) && {!(missionNamespace getVariable [QEGVAR(weather,WindInfo), false])}) then {
[] call EFUNC(weather,displayWindInfo);
GVAR(tempWindInfo) = true;
};
_unit setVariable [QGVAR(inHand), true];

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@ -20,7 +20,7 @@ TRACE_1("params",_unit);
// Prime the throwable if it hasn't been cooking already
// Next to proper simulation this also has to happen before delay for orientation of the throwable to be set
if (!(_unit getVariable [QGVAR(primed), false])) then {
if !(_unit getVariable [QGVAR(primed), false]) then {
[_unit] call FUNC(prime);
};

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@ -193,6 +193,7 @@
<Korean>바람 정보 임시로 표시</Korean>
<French>Afficher temporairement les informations sur le vent</French>
<Russian>Временно показать информацию о ветре</Russian>
<Spanish>Mostrar información del viento temporalmente</Spanish>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnableTempWindInfo_Description">
<English>Temporarily display Wind Info while throwing, to aid in placing smoke grenades effectively.</English>
@ -202,6 +203,7 @@
<Korean>연막탄을 효과적으로 배치하는 데 도움이 되도록 투척하는 동안 일시적으로 바람 정보를 표시합니다.</Korean>
<French>Affiche les informations sur le vent pendant le lancement pour placer les grenades fumigènes plus efficacement.</French>
<Russian>Временно отображайте информацию о ветре во время броска, чтобы помочь эффективно разместить дымовые шашки.</Russian>
<Spanish>Mostrar información del viento temporalmente mientras se lanza, para ayudar a lanzar las granadas de humo de forma efectiva.</Spanish>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Prepare">
<English>Prepare/Change Throwable</English>

View File

@ -91,6 +91,7 @@
<Portuguese>Equipar NVGs automaticamente</Portuguese>
<Japanese>暗視装置の自動装備</Japanese>
<Russian>Автоматическое оснащение ПНВ</Russian>
<Spanish>Auto equipar gafas de visión nocturna</Spanish>
</Key>
<Key ID="STR_ACE_AI_AssignNVG_Description">
<English>Equips NVG in inventory during night time and unequips it during day time.\nDoes not add NVGs to inventory!</English>
@ -102,6 +103,7 @@
<Portuguese>Equipa o NVG do inventário durante a noite e desequipa durante o dia.\nNão adiciona NVGs ao inventário!</Portuguese>
<Japanese>インベントリ内の暗視装置を夜間に装備し、日中は解除し収納します。\nこれはNVGをインベントリに追加しません。</Japanese>
<Russian>Экипирует ПНВ в ночное время и отключает его в дневное время.\nНе добавляет ПНВ в инвентарь!</Russian>
<Spanish>Equipa las gafas de visión nocturna en el inventario cuando es de noche, y las desequipa cuando es de día.\nNo añade las gafas al inventario!</Spanish>
</Key>
</Package>
</Project>

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@ -18,7 +18,7 @@
(_this select 1) params ["", "_exitCode"];
[QGVAR(displayClosed), []] call CBA_fnc_localEvent;
removeMissionEventHandler ["draw3D", GVAR(camPosUpdateHandle)];
removeMissionEventHandler ["Draw3D", GVAR(camPosUpdateHandle)];
if (is3DEN) then {
private _centerOriginParent = objectParent GVAR(centerOrigin);

View File

@ -278,4 +278,4 @@ showCinemaBorder false;
//--------------- Reset camera pos
[nil, [controlNull, 0, 0]] call FUNC(handleMouse);
GVAR(camPosUpdateHandle) = addMissionEventHandler ["draw3D", {call FUNC(updateCamPos)}];
GVAR(camPosUpdateHandle) = addMissionEventHandler ["Draw3D", {call FUNC(updateCamPos)}];

View File

@ -382,6 +382,9 @@ switch (GVAR(currentLeftPanel)) do {
};
GVAR(currentItems) set [IDX_CURR_VEST, _item];
[GVAR(center), ""] call BIS_fnc_setUnitInsignia;
[GVAR(center), GVAR(currentInsignia)] call BIS_fnc_setUnitInsignia;
};
TOGGLE_RIGHT_PANEL_CONTAINER
@ -420,6 +423,9 @@ switch (GVAR(currentLeftPanel)) do {
};
GVAR(currentItems) set [IDX_CURR_BACKPACK, _item];
[GVAR(center), ""] call BIS_fnc_setUnitInsignia;
[GVAR(center), GVAR(currentInsignia)] call BIS_fnc_setUnitInsignia;
};
TOGGLE_RIGHT_PANEL_CONTAINER

View File

@ -69,7 +69,14 @@ switch (_currentItemsIndex) do {
// Secondary weapon
case IDX_CURR_SECONDARY_WEAPON_ITEMS: {
private _currentItemInSlot = (GVAR(currentItems) select IDX_CURR_SECONDARY_WEAPON_ITEMS) select _itemIndex;
private _isDisposable = CBA_disposable_replaceDisposableLauncher && {!isNil {CBA_disposable_loadedLaunchers getVariable (secondaryWeapon GVAR(center))}};
private _isDisposable = CBA_disposable_replaceDisposableLauncher && {!isNil "CBA_disposable_loadedLaunchers"} &&
{
if (CBA_disposable_loadedLaunchers isEqualType createHashMap) then { // after CBA 3.18
(secondaryWeapon GVAR(center)) in CBA_disposable_loadedLaunchers
} else {
!isNil {CBA_disposable_loadedLaunchers getVariable (secondaryWeapon player)}
}
};
// If removal
if (_item == "") then {

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@ -72,6 +72,6 @@ if (_nextAction != GVAR(currentAction)) then {
GVAR(currentAction) = _nextAction;
};
if (!(GVAR(currentAction) in ["Civil", "Salute"])) then {
if !(GVAR(currentAction) in ["Civil", "Salute"]) then {
GVAR(center) selectWeapon ([primaryWeapon GVAR(center), secondaryWeapon GVAR(center), handgunWeapon GVAR(center), binocular GVAR(center)] select GVAR(selectedWeaponType)); // select correct weapon, prevents floating weapons
};

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@ -63,7 +63,7 @@ _target switchMove "amovpercmstpslowwrfldnon";
_target setVariable ["origin", _position];
// When killed, respawn AI
_target addEventHandler ["killed", {
_target addEventHandler ["Killed", {
params ["_target"];
// Killed may fire twice, 2nd will be null - https://github.com/acemod/ACE3/pull/7561

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@ -1245,6 +1245,8 @@
<Russian>Интегрирован тепловизор.</Russian>
<Korean>열화상 내장</Korean>
<French>Thermique intégrée</French>
<German>Thermal integriert</German>
<Spanish>Térmica integrada</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_statVisionMode_intPrimTi">
<English>Thermal &amp; Primary integrated</English>
@ -1253,6 +1255,8 @@
<Russian>Интегрирован тепловизор и осн.прицел.</Russian>
<Korean>열화상과 주무기 내장</Korean>
<French>Thermique et primaire intégrés</French>
<German>Thermal und in Primärwaffe integriert</German>
<Spanish>Térmica y Primaria integrada</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_statVisionMode_NoSup">
<English>Not Supported</English>
@ -1609,6 +1613,7 @@
<French>Décroissant</French>
<Portuguese>Decrescente</Portuguese>
<Russian>Нисходящий</Russian>
<Spanish>Descendiente</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_sortAscending">
<English>Ascending</English>
@ -1620,6 +1625,7 @@
<French>Croissant</French>
<Portuguese>Crescente</Portuguese>
<Russian>Восходящий</Russian>
<Spanish>Ascendiente</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_toolsTab">
<English>Tools</English>
@ -1647,6 +1653,7 @@
<French>Nombre de munitions</French>
<Portuguese>Quantidade de munição</Portuguese>
<Russian>Количество боеприпасов</Russian>
<Spanish>Cantidad de munición</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_statIlluminators">
<English>Illuminators</English>
@ -1657,6 +1664,7 @@
<Portuguese>Iluminadores</Portuguese>
<Japanese>イルミネーター</Japanese>
<Russian>Осветители</Russian>
<Spanish>Iluminadores</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_defaultToFavoritesSetting">
<English>Default to Favorites</English>
@ -1668,6 +1676,7 @@
<French>Favoris par défaut</French>
<Portuguese>Favoritos por padrão</Portuguese>
<Russian>По умолчанию - Избранное</Russian>
<Spanish>Favoritos por defecto</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_defaultToFavoritesTooltip">
<English>Controls whether the ACE Arsenal defaults to showing all items or favorites.</English>
@ -1679,6 +1688,7 @@
<French>Contrôle si l'arsenal ACE affiche par défaut tous les éléments ou les favoris.</French>
<Portuguese>Controla se o Arsenal ACE exibe por padrão todos os itens ou favoritos.</Portuguese>
<Russian>Определяет, будет ли в арсенале ACE по умолчанию отображаться все предметы или избранное.</Russian>
<Spanish>Controla si el Arsenal de ACE muestra por defecto todos los objetos o sólo los favoritos</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_favoritesColorSetting">
<English>Favorites Color</English>
@ -1690,6 +1700,7 @@
<French>Couleurs favorites</French>
<Portuguese>Cor dos favoritos</Portuguese>
<Russian>Избранный цвет</Russian>
<Spanish>Color de Favoritos</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_favoritesColorTooltip">
<English>Highlight color for favorited items.</English>
@ -1701,6 +1712,7 @@
<French>Met en surbrillance les éléments favoris.</French>
<Portuguese>Cor de destaque para itens favoritados.</Portuguese>
<Russian>Выделите цветом любимые предметы.</Russian>
<Spanish>Color de marcado para los objetos favoritos</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_buttonFavoritesTooltip">
<English>Switch between displaying all items or your favorites.\nDouble click while holding Shift to add or remove an item.</English>
@ -1712,6 +1724,7 @@
<French>Change entre l'affichage de tous les éléments ou de vos favoris.\nDouble-cliquez en maintenant la touche Maj enfoncée pour ajouter ou supprimer un élément.</French>
<Portuguese>Alterna entre a exibição de todos os itens ou seus favoritos.\nClique duas vezes enquanto mantém pressionada a tecla Shift para adicionar ou remover um item.</Portuguese>
<Russian>Переключайтесь между отображением всех элементов или ваших избранных.\nДважды щелкните, удерживая Shift, чтобы добавить или удалить элемент.</Russian>
<Spanish>Alterna entre mostrar todos los objetos o sólo los favoritos.\nDoble click mientras se pulsa Shift para añadir o quitar un objeto.</Spanish>
</Key>
<Key ID="STR_ACE_Arsenal_buttonSearchTooltip">
<English>Search\nCTRL + Click to enable live results</English>
@ -1721,6 +1734,7 @@
<Korean>검색\nCtrl + 클릭으로 실시간 검색 결과를 활성화</Korean>
<Russian>Поиск\nCtrl + Click для включения результатов в реальном времени</Russian>
<French>Recherche\nCTRL + clic pour modifier les résultats tout en écrivant</French>
<Spanish>Buscar\nCTRL + Click habilita los objetos en directo</Spanish>
</Key>
</Package>
</Project>

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@ -25,7 +25,7 @@
params ["_vehicle", "", "", "", "", "_magazine", "_projectile", "_gunner"];
TRACE_4("firedEH",_vehicle,_magazine,_projectile,_gunner);
if (!([_gunner] call EFUNC(common,isPlayer))) exitWith {}; // AI don't know how to use (this does give them more range than a player)
if !([_gunner] call EFUNC(common,isPlayer)) exitWith {}; // AI don't know how to use (this does give them more range than a player)
if ((gunner _vehicle) != _gunner) exitWith {}; // check if primaryGunner

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@ -19,7 +19,7 @@ params ["_menuType"];
TRACE_1("interactMenuOpened",_menuType);
if (_menuType != 1) exitWith {};
if (!("ACE_artilleryTable" in (ace_player call EFUNC(common,uniqueItems)))) exitWith {};
if !("ACE_artilleryTable" in (ace_player call EFUNC(common,uniqueItems))) exitWith {};
private _vehicleAdded = ace_player getVariable [QGVAR(vehiclesAdded), []];
private _rangeTablesShown = ace_player getVariable [QGVAR(rangeTablesShown), []];

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@ -15,7 +15,5 @@ private _categoryName = [format ["ACE %1", localize "str_a3_cfgmarkers_nato_art"
[LSTRING(disableArtilleryComputer_displayName), LSTRING(disableArtilleryComputer_description)],
_categoryName,
false, // default value
true, // isGlobal
{[QGVAR(disableArtilleryComputer), _this] call EFUNC(common,cbaSettings_settingChanged)},
false // Needs mission restart
true // isGlobal
] call CBA_fnc_addSetting;

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@ -23,7 +23,7 @@ if ((profileNamespace getVariable ["ACE_ATragMX_profileNamespaceVersion", 0]) ==
_resetGunList = false;
{
// Verify each gun has correct param type
if (!(_x isEqualTypeArray ["", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, "", [], [], false])) exitWith {
if !(_x isEqualTypeArray ["", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, "", [], [], false]) exitWith {
_resetGunList = true;
};
} forEach GVAR(gunList);

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@ -74,7 +74,7 @@ private _validate_preset = {
ERROR(_errorMsg);
_valid = false;
};
if (!((_this select 17) in ["ASM", "ICAO"])) then {
if !((_this select 17) in ["ASM", "ICAO"]) then {
private _errorMsg = format ["Invalid atmosphere model: %1", _this select 17];
ERROR(_errorMsg);
_valid = false;

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@ -26,7 +26,7 @@ if !(ctrlVisible 9000) then {
params ["_args"];
_args params ["_startTime"];
if (!(GVAR(speedAssistTimer))) exitWith {
if !(GVAR(speedAssistTimer)) exitWith {
GVAR(speedAssistTimer) = true;
ctrlSetText [8006, Str(Round((CBA_missionTime - _startTime) * 10) / 10)];

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@ -15,7 +15,7 @@
* Public: No
*/
if (!(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false])) exitWith {};
if !(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) exitWith {};
if (ctrlVisible 17000) then {
false call FUNC(show_c1_ballistic_coefficient_data);

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@ -15,7 +15,7 @@
* Public: No
*/
if (!(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false])) exitWith {};
if !(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) exitWith {};
if (ctrlVisible 16000) then {
false call FUNC(show_muzzle_velocity_data);

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@ -15,7 +15,7 @@
* Public: No
*/
if (!(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false])) exitWith {};
if !(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) exitWith {};
if (ctrlVisible 18000) then {
false call FUNC(show_truing_drop);

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@ -35,7 +35,7 @@ if (!GVAR(atmosphereModeTBH)) then {
_relativeHumidity = 0.5;
};
private _scopeBaseAngle = if (!(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false])) then {
private _scopeBaseAngle = if !(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
private _zeroAngle = "ace_advanced_ballistics" callExtension format ["calcZero:%1:%2:%3:%4", _zeroRange, _muzzleVelocity, _airFriction, _boreHeight];
(parseNumber _zeroAngle)
} else {

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@ -28,7 +28,7 @@ if (_attachedList isEqualTo []) exitWith {};
TRACE_2("detaching",_xObject,_deadUnit);
detach _xObject;
//If it's a vehicle, also delete the attached
if (!(_deadUnit isKindOf "CAManBase")) then {
if !(_deadUnit isKindOf "CAManBase") then {
_xObject setPos ((getPos _deadUnit) vectorAdd [0, 0, -1000]);
[{deleteVehicle (_this select 0)}, [_xObject], 2] call CBA_fnc_waitAndExecute;
};

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@ -3540,6 +3540,7 @@
<French>Utilisation de l'IA</French>
<Portuguese>Utilização por IA</Portuguese>
<Russian>Использование ИИ</Russian>
<Spanish>Uso de la IA</Spanish>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_illumination">
<English>Illum</English>
@ -3551,6 +3552,7 @@
<French>Fusées éclairantes</French>
<Portuguese>Sinalizadoras</Portuguese>
<Russian>Осветители</Russian>
<Spanish>Iluminación</Spanish>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_concealment">
<English>Smoke</English>
@ -3562,6 +3564,7 @@
<French>Fumigènes</French>
<Portuguese>Fumígenas</Portuguese>
<Russian>Дым</Russian>
<Spanish>Humo</Spanish>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_infantry">
<English>Inf</English>
@ -3573,6 +3576,7 @@
<French>Infanterie</French>
<Portuguese>Infantaria</Portuguese>
<Russian>Пехота</Russian>
<Spanish>Infantería</Spanish>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_lightVehicle">
<English>Veh</English>
@ -3584,6 +3588,7 @@
<French>Véhicule</French>
<Portuguese>Veículo</Portuguese>
<Russian>Техника</Russian>
<Spanish>Vehículo</Spanish>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_armor">
<English>Armor</English>
@ -3595,6 +3600,7 @@
<French>Blindage</French>
<Portuguese>Blindagem</Portuguese>
<Russian>Бронетехника</Russian>
<Spanish>Blindados</Spanish>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_aircraft">
<English>Air</English>
@ -3606,6 +3612,7 @@
<French>Aviation</French>
<Portuguese>Aeronaves</Portuguese>
<Russian>Авиация</Russian>
<Spanish>Aeronaves</Spanish>
</Key>
</Package>
</Project>

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@ -24,7 +24,7 @@ if (isServer) then {
}];
};
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
["unit", LINKFUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
[QGVAR(moveInCaptive), LINKFUNC(vehicleCaptiveMoveIn)] call CBA_fnc_addEventHandler;
[QGVAR(moveOutCaptive), LINKFUNC(vehicleCaptiveMoveOut)] call CBA_fnc_addEventHandler;

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@ -44,7 +44,7 @@ if (_state) then {
};
};
if (!(_unit getVariable [QGVAR(isEscorting), false])) then {
if !(_unit getVariable [QGVAR(isEscorting), false]) then {
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
[objNull, _target, false] call EFUNC(common,claim);
detach _target;

View File

@ -58,7 +58,7 @@ if (_state) then {
// fix anim on mission start (should work on dedicated servers)
[{
params ["_unit"];
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
if !(_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {};
if ((vehicle _unit) == _unit) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);

View File

@ -81,7 +81,7 @@ if (_state) then {
if (_unit == ACE_player) then {
//only re-enable HUD if not handcuffed
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
if !(_unit getVariable [QGVAR(isHandcuffed), false]) then {
["captive", []] call EFUNC(common,showHud); //same as showHud true;
};
};

View File

@ -146,6 +146,7 @@
<Korean>포로 눈 가리기</Korean>
<Japanese>目隠しをする</Japanese>
<Russian>Завязать глаза пленному</Russian>
<Spanish>Vendar ojos al prisionero</Spanish>
</Key>
<Key ID="STR_ACE_Captives_RemoveBlindfoldCaptive">
<English>Remove blindfold</English>
@ -156,6 +157,7 @@
<Korean>눈가리개 풀기</Korean>
<Japanese>目隠しを外す</Japanese>
<Russian>Снять повязку с глаз</Russian>
<Spanish>Quitar vendas de los ojos</Spanish>
</Key>
<Key ID="STR_ACE_Captives_CableTie">
<English>Cable Tie</English>

View File

@ -48,15 +48,7 @@ class CfgVehicles {
class Car: LandVehicle {
GVAR(space) = 4;
GVAR(hasCargo) = 1;
class ACE_Cargo {
/*
class Cargo {
class ACE_medicalSupplyCrate {
type = "ACE_medicalSupplyCrate";
amount = 1;
};
};*/
};
class ADDON {};
};
class Tank: LandVehicle {
@ -75,7 +67,7 @@ class CfgVehicles {
GVAR(hasCargo) = 1;
};
// HEMTTs - Default at 10, some variants are altered based on model size and/or expected level of free space inside.
// HEMTTs - Default at 30, some variants are altered based on model size and/or expected level of free space inside.
class Truck_01_base_F: Truck_F {
GVAR(space) = 30;
};
@ -523,6 +515,7 @@ class CfgVehicles {
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
GVAR(space) = 3;
GVAR(hasCargo) = 1;
GVAR(size) = 3;

View File

@ -7,9 +7,10 @@
* 0: Item to be loaded <STRING> or <OBJECT>
* 1: Holder object (vehicle) <OBJECT>
* 2: Amount <NUMBER> (default: 1)
* 3: Ignore interaction distance and stability checks <BOOL> (default: false)
*
* Return Value:
* None
* Objects loaded <NUMBER>
*
* Example:
* ["ACE_Wheel", cursorObject] call ace_cargo_fnc_addCargoItem
@ -17,21 +18,29 @@
* Public: No
*/
params ["_item", "_vehicle", ["_amount", 1]];
TRACE_3("params",_item,_vehicle,_amount);
params ["_item", "_vehicle", ["_amount", 1], ["_ignoreInteraction", false]];
TRACE_4("params",_item,_vehicle,_amount,_ignoreInteraction);
private _loaded = 0;
// Get config sensitive case name
if (_item isEqualType "") then {
_item = _item call EFUNC(common,getConfigName);
for "_i" from 1 to _amount do {
[_item, _vehicle] call FUNC(loadItem);
if !([_item, _vehicle, _ignoreInteraction] call FUNC(loadItem)) exitWith {};
_loaded = _loaded + 1;
};
} else {
[_item, _vehicle] call FUNC(loadItem);
_loaded = parseNumber ([_item, _vehicle, _ignoreInteraction] call FUNC(loadItem));
_item = typeOf _item;
};
TRACE_1("loaded",_loaded);
// Invoke listenable event
["ace_cargoAdded", [_item, _vehicle, _amount]] call CBA_fnc_globalEvent;
["ace_cargoAdded", [_item, _vehicle, _loaded]] call CBA_fnc_globalEvent;
_loaded // return

View File

@ -52,14 +52,21 @@ if (isServer) then {
private _cargoClassname = "";
private _cargoCount = 0;
private _loaded = 0;
{
_cargoClassname = getText (_x >> "type");
_cargoCount = getNumber (_x >> "amount");
TRACE_3("adding ACE_Cargo",configName _x,_cargoClassname,_cargoCount);
TRACE_3("adding ace_cargo",configName _x,_cargoClassname,_cargoCount);
["ace_addCargo", [_cargoClassname, _vehicle, _cargoCount]] call CBA_fnc_localEvent;
// Ignore stability check (distance check is also ignored with this, but it's ignored by default if item is a string)
_loaded = [_cargoClassname, _vehicle, _cargoCount, true] call FUNC(addCargoItem);
// Let loop continue until the end, so that it prints everything into the rpt (there might be smaller items that could still fit in cargo)
if (_loaded != _cargoCount) then {
WARNING_5("%1 (%2) could not fit %3 %4 inside its cargo, only %5 were loaded.",_vehicle,_type,_cargoCount,_cargoClassname,_loaded);
};
} forEach ("true" configClasses (_config >> QUOTE(ADDON) >> "cargo"));
};

View File

@ -6,8 +6,7 @@ private _category = [ELSTRING(main,Category_Logistics), LSTRING(openMenu)];
[LSTRING(ModuleSettings_enable), LSTRING(ModuleSettings_enable_Description)],
_category,
true,
1,
{[QGVAR(enable), _this] call EFUNC(common,cbaSettings_settingChanged)}
1
] call CBA_fnc_addSetting;
[
@ -16,8 +15,7 @@ private _category = [ELSTRING(main,Category_Logistics), LSTRING(openMenu)];
[LSTRING(loadTimeCoefficient), LSTRING(loadTimeCoefficient_description)],
_category,
[0, 10, 5, 1],
1,
{[QGVAR(loadTimeCoefficient), _this, true] call EFUNC(common,cbaSettings_settingChanged)}
1
] call CBA_fnc_addSetting;
[
@ -26,8 +24,7 @@ private _category = [ELSTRING(main,Category_Logistics), LSTRING(openMenu)];
[LSTRING(paradropTimeCoefficent), LSTRING(paradropTimeCoefficent_description)],
_category,
[0, 10, 2.5, 1],
1,
{[QGVAR(paradropTimeCoefficent), _this, true] call EFUNC(common,cbaSettings_settingChanged)}
1
] call CBA_fnc_addSetting;
[
@ -35,9 +32,7 @@ private _category = [ELSTRING(main,Category_Logistics), LSTRING(openMenu)];
"LIST",
[LSTRING(openAfterUnload), LSTRING(openAfterUnload_description)],
_category,
[[0, 1, 2, 3], [ELSTRING(common,never), LSTRING(unloadObject), LSTRING(paradropButton), ELSTRING(common,both)], 0],
0,
{[QGVAR(openAfterUnload), _this, true] call EFUNC(common,cbaSettings_settingChanged)}
[[0, 1, 2, 3], [ELSTRING(common,never), LSTRING(unloadObject), LSTRING(paradropButton), ELSTRING(common,both)], 0]
] call CBA_fnc_addSetting;
[
@ -45,9 +40,7 @@ private _category = [ELSTRING(main,Category_Logistics), LSTRING(openMenu)];
"CHECKBOX",
[LSTRING(carryAfterUnload), LSTRING(carryAfterUnload_description)],
_category,
true,
0,
{[QGVAR(carryAfterUnload), _this] call EFUNC(common,cbaSettings_settingChanged)}
true
] call CBA_fnc_addSetting;
[
@ -56,8 +49,7 @@ private _category = [ELSTRING(main,Category_Logistics), LSTRING(openMenu)];
[LSTRING(enableDeploy), LSTRING(enableDeploy_description)],
_category,
true,
1,
{[QGVAR(enableDeploy), _this] call EFUNC(common,cbaSettings_settingChanged)}
1
] call CBA_fnc_addSetting;
[
@ -65,7 +57,5 @@ private _category = [ELSTRING(main,Category_Logistics), LSTRING(openMenu)];
"CHECKBOX",
[LSTRING(ModuleSettings_enableRename), LSTRING(ModuleSettings_enableRename_Description)],
_category,
true,
0,
{[QGVAR(enableRename), _this, true] call EFUNC(common,cbaSettings_settingChanged)}
true
] call CBA_fnc_addSetting;

View File

@ -40,6 +40,8 @@
<Japanese>配置する</Japanese>
<Korean>배치하기</Korean>
<French>Déployer</French>
<German>Aufstellen</German>
<Spanish>Desplegar</Spanish>
</Key>
<Key ID="STR_ACE_Cargo_ScrollAction">
<English>Raise/Lower | (Ctrl + Scroll) Rotate</English>
@ -287,6 +289,7 @@
<Russian>Загружаем %1 в %2...</Russian>
<Korean>%1을(를) %2에 싣는 중...</Korean>
<French>Chargement %1 dans %2...</French>
<German>%1 wird in %2 geladen...</German>
</Key>
<Key ID="STR_ACE_Cargo_UnloadingItem">
<English>Unloading %1 from %2...</English>
@ -296,6 +299,7 @@
<Russian>Выгружаем %1 из %2...</Russian>
<Korean>%1을(를) %2(으)로부터 내리는 중...</Korean>
<French>Déchargement %1 de %2...</French>
<German>%1 wird von %2 entladen...</German>
</Key>
<Key ID="STR_ACE_Cargo_LoadingFailed">
<English>%1&lt;br/&gt;could not be loaded</English>
@ -337,6 +341,7 @@
<Japanese>荷降ろし不可能です</Japanese>
<Korean>하역할 수가 없습니다</Korean>
<Russian>Не может быть выгружен</Russian>
<Spanish>No puede ser descargado</Spanish>
</Key>
<Key ID="STR_ACE_Cargo_SizeMenu">
<English>Cargo Size: %1</English>
@ -346,6 +351,7 @@
<Japanese>貨物のサイズ: %1</Japanese>
<Korean>화물 크기: %1</Korean>
<Russian>Размер груза: %1</Russian>
<Spanish>Tamaño de carga: %1</Spanish>
</Key>
<Key ID="STR_ACE_Cargo_customName_edenName">
<English>Custom Name</English>
@ -584,6 +590,8 @@
<Japanese>配置機能を有効化</Japanese>
<Korean>배치 활성화</Korean>
<French>Permettre le placement</French>
<German>Aktiviere Aufbauen</German>
<Spanish>Habilitar despliegue</Spanish>
</Key>
<Key ID="STR_ACE_Cargo_enableDeploy_description">
<English>Controls whether cargo items can be unloaded via the deploy method.</English>
@ -592,6 +600,8 @@
<Japanese>配置機能を介して貨物アイテムを降ろすことが出来るかどうかを制御します。</Japanese>
<Korean>배치 방법을 통해 화물 아이템을 내릴 수 있는지 여부를 제어합니다.</Korean>
<French>Contrôler si les éléments de cargaison peuvent être déchargés via la méthode de déploiement.</French>
<German>Steuert, ob Frachtgegenstände über die Aufbaumethode entladen werden können.</German>
<Spanish>Controla si los objetos de la carga pueden ser descargados mediante el método de despliegue.</Spanish>
</Key>
</Package>
</Project>

View File

@ -103,6 +103,7 @@ PREP(getWeaponAzimuthAndInclination);
PREP(getWeaponIndex);
PREP(getWeaponState);
PREP(getWeight);
PREP(getWheelHitPointsWithSelections);
PREP(getWindDirection);
PREP(getZoom);
PREP(goKneeling);
@ -161,6 +162,7 @@ PREP(sendRequest);
PREP(serverLog);
PREP(setAimCoef);
PREP(setApproximateVariablePublic);
PREP(setDead);
PREP(setDefinedVariable);
PREP(setDisableUserInputStatus);
PREP(setHearingCapability);
@ -264,6 +266,7 @@ PREP(_handleRequestAllSyncedEvents);
PREP(addActionEventHandler);
PREP(addActionMenuEventHandler);
PREP(addMapMarkerCreatedEventHandler);
PREP(addPlayerEH);
PREP(removeActionEventHandler);
PREP(removeActionMenuEventHandler);

View File

@ -145,7 +145,7 @@ if (isServer) then {
INFO_3("[%1] DC - Was Zeus [%2] while controlling unit [%3] - manually clearing `bis_fnc_moduleRemoteControl_owner`",[_x] call FUNC(getName),_dcPlayer,_x);
_x setVariable ["bis_fnc_moduleRemoteControl_owner", nil, true];
};
} forEach (curatorEditableObjects _zeusLogic);
} forEach (curatorEditableObjects _zeusLogic);
};
}];
};
@ -191,6 +191,7 @@ if (isServer) then {
[QGVAR(switchMove), {(_this select 0) switchMove (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(addWeaponItem), {(_this select 0) addWeaponItem [(_this select 1), (_this select 2)]}] call CBA_fnc_addEventHandler;
[QGVAR(removeMagazinesTurret), {(_this select 0) removeMagazinesTurret [_this select 1, _this select 2]}] call CBA_fnc_addEventHandler;
[QGVAR(setVanillaHitPointDamage), {
params ["_object", "_hitPointAnddamage"];
@ -222,6 +223,9 @@ if (isServer) then {
[QGVAR(claimSafe), LINKFUNC(claimSafeServer)] call CBA_fnc_addEventHandler;
};
["CBA_SettingChanged", {
["ace_settingChanged", _this] call CBA_fnc_localEvent;
}] call CBA_fnc_addEventHandler;
//////////////////////////////////////////////////
// Set up remote execution

View File

@ -10,6 +10,7 @@ PREP_RECOMPILE_END;
GVAR(syncedEvents) = createHashMap;
GVAR(showHudHash) = createHashMap;
GVAR(vehicleIconCache) = createHashMap; // for getVehicleIcon
GVAR(wheelSelections) = createHashMap;
GVAR(blockItemReplacement) = false;

View File

@ -50,7 +50,7 @@ private _allWeapons = [];
private _vics = "(configName _x) select [0,3] == 'ace'" configClasses (configFile >> "CfgVehicles");
{
if (((getNumber (_x >> "scope")) == 2) || {((getNumber (_x >> "scopeCurator")) == 2)}) then {
if (!((toLowerANSI configName _x) in _allUnits)) then {
if !((toLowerANSI configName _x) in _allUnits) then {
WARNING_2("Not in any units[] - %1 from %2",configName _x,configSourceMod _x);
_testPass = false;
};
@ -62,7 +62,7 @@ private _weapons = "(configName _x) select [0,3] == 'ace'" configClasses (config
{
private _type = toLowerANSI configName _x;
if (((getNumber (_x >> "scope")) == 2) || {((getNumber (_x >> "scopeCurator")) == 2)}) then {
if (!((toLowerANSI configName _x) in _allWeapons)) then {
if !((toLowerANSI configName _x) in _allWeapons) then {
WARNING_2("Not in any weapons[] - %1 from %2",configName _x,configSourceMod _x);
_testPass = false;
};

View File

@ -43,10 +43,10 @@ if (isNil "_keyTable") then {
};
};
private _keyCache = uiNamespace getVariable [QGVAR(keyNameCache), locationNull];
private _keyCache = uiNamespace getVariable QGVAR(keyNameCache); // @TODO: Move cache creation to preStart/somewhere else
if (isNull _keyCache) then {
_keyCache = call CBA_fnc_createNamespace;
if (isNil "_keyCache") then {
_keyCache = createHashMap;
uiNamespace setVariable [QGVAR(keyNameCache), _keyCache];
};
@ -54,7 +54,7 @@ params [["_action", "", [""]]];
private _keybinds = actionKeysNamesArray _action apply {
private _keyName = _x;
private _keybind = _keyCache getVariable _keyName;
private _keybind = _keyCache get _keyName;
if (isNil "_keybind") then {
private _key = -1;
@ -101,7 +101,7 @@ private _keybinds = actionKeysNamesArray _action apply {
// cache
_keybind = [_key, _shift, _ctrl, _alt];
_keyCache setVariable [_keyName, _keybind];
_keyCache set [_keyName, _keybind];
};
_keybind

View File

@ -0,0 +1,61 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Adds event handler just to ACE_player
*
* Arguments:
* 0: Key <STRING>
* 1: Event Type <STRING>
* 2: Event Code <CODE>
* 3: Ignore Virtual Units (spectators, virtual zeus, uav RC) <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* ["example", "FiredNear", {systemChat str _this}] call ace_common_fnc_addPlayerEH
*
* Public: Yes
*/
params [["_key", "", [""]], ["_type", "", [""]], ["_code", {}, [{}]], ["_ignoreVirtual", false, [false]]];
TRACE_3("addPlayerEH",_key,_type,_ignoreVirtual);
if (isNil QGVAR(playerEventsHash)) then { // first-run init
GVAR(playerEventsHash) = createHashMap;
["unit", {
params ["_newPlayer", "_oldPlayer"];
// uav check only applies to direct controlling UAVs from zeus, no effect on normal UAV operation
private _isVirutal = (unitIsUAV _newPlayer) || {getNumber (configOf _newPlayer >> "isPlayableLogic") == 1};
TRACE_4("",_newPlayer,_oldPlayer,_isVirutal,count GVAR(playerEventsHash));
{
_y params ["_type", "_code", "_ignoreVirtual"];
private _oldEH = _oldPlayer getVariable [_x, -1];
if (_oldEH != -1) then {
_oldPlayer removeEventHandler [_type, _oldEH];
_oldPlayer setVariable [_x, nil];
};
_oldEH = _newPlayer getVariable [_x, -1];
if (_oldEH != -1) then { continue }; // if respawned then var and EH already exists
if (_ignoreVirtual && _isVirutal) then { continue };
private _newEH = _newPlayer addEventHandler [_type, _code];
_newPlayer setVariable [_x, _newEH];
} forEach GVAR(playerEventsHash);
}, false] call CBA_fnc_addPlayerEventHandler;
};
_key = format [QGVAR(playerEvents_%1), toLower _key];
if (_key in GVAR(playerEventsHash)) exitWith { ERROR_1("bad key %1",_this); };
GVAR(playerEventsHash) set [_key, [_type, _code, _ignoreVirtual]];
if (isNull ACE_player) exitWith {};
if (_ignoreVirtual && {(unitIsUAV ACE_player) || {getNumber (configOf ACE_player >> "isPlayableLogic") == 1}}) exitWith {};
// Add event now
private _newEH = ACE_player addEventHandler [_type, _code];
ACE_player setVariable [_key, _newEH];

View File

@ -2,22 +2,33 @@
/*
* Author: commy2, johnb43
* Adds weapon to unit without taking a magazine.
* Same as CBA_fnc_addWeaponWithoutItems, but doesn't remove linked items.
* Same as CBA_fnc_addWeaponWithoutItems, but doesn't remove linked items by default.
*
* Arguments:
* 0: Unit to add the weapon to <OBEJCT>
* 0: Unit to add the weapon to <OBJECT>
* 1: Weapon to add <STRING>
* 2: If linked items should be removed or not <BOOL> (default: false)
* 3: Magazines that should be added to the weapon <ARRAY> (default: [])
* - 0: Magazine classname <STRING>
* - 1: Ammo count <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, "arifle_AK12_F"] call ace_common_fnc_addWeapon
* [player, "arifle_MX_GL_F", true, [["30Rnd_65x39_caseless_mag", 30], ["1Rnd_HE_Grenade_shell", 1]]] call ace_common_fnc_addWeapon
*
* Public: Yes
*/
params ["_unit", "_weapon"];
params [
["_unit", objNull, [objNull]],
["_weapon", "", [""]],
["_removeLinkedItems", false, [false]],
["_magazines", [], [[]]]
];
if (isNull _unit || {_weapon == ""}) exitWith {};
// Config case
private _compatibleMagazines = compatibleMagazines _weapon;
@ -45,6 +56,35 @@ private _backpackMagazines = (magazinesAmmoCargo _backpack) select {
// Add weapon
_unit addWeapon _weapon;
// This doesn't remove magazines, but linked items can't be magazines, so it's fine
if (_removeLinkedItems) then {
switch (_weapon call FUNC(getConfigName)) do {
case (primaryWeapon _unit): {
removeAllPrimaryWeaponItems _unit;
};
case (secondaryWeapon _unit): {
removeAllSecondaryWeaponItems _unit;
};
case (handgunWeapon _unit): {
removeAllHandgunItems _unit;
};
case (binocular _unit): {
removeAllBinocularItems _unit;
};
};
};
// Add magazines directly now, so that AI don't reload
if (_magazines isNotEqualTo []) then {
{
_x params [["_magazine", "", [""]], ["_ammoCount", -1, [0]]];
if (_magazine != "" && {_ammoCount > -1}) then {
_unit addWeaponItem [_weapon, [_magazine, _ammoCount], true];
};
} forEach _magazines;
};
// Add all magazines back
{
_uniform addMagazineAmmoCargo [_x select 0, 1, _x select 1];

View File

@ -1,8 +1,8 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Function for handeling a cba setting being changed.
* Adds warning if global setting is changed after ace_settingsInitialized
* Function for handling a cba setting being changed.
* Adds warning if global setting is changed after ace_settingsInitialized.
*
* Arguments:
* 0: Setting Name <STRING>
@ -21,9 +21,7 @@
params ["_settingName", "_newValue", ["_canBeChanged", false]];
TRACE_2("",_settingName,_newValue);
["ace_settingChanged", [_settingName, _newValue]] call CBA_fnc_localEvent;
if (!((toLower _settingName) in CBA_settings_needRestart)) exitWith {};
if !((toLower _settingName) in CBA_settings_needRestart) exitWith {};
if (_canBeChanged) exitWith {WARNING_1("update cba setting [%1] to use correct Need Restart param",_settingName);};
if (!GVAR(settingsInitFinished)) exitWith {}; // Ignore changed event before CBA_settingsInitialized

View File

@ -24,7 +24,7 @@ params ["_name", "_value", "_defaultGlobal", "_category", ["_code", 0], ["_persi
if (isNil "_defaultGlobal") exitWith {};
if (!(_name isEqualType "")) exitwith {
if !(_name isEqualType "") exitwith {
[format ["Tried to the deinfe a variable with an invalid name: %1 Arguments: %2", _name, _this]] call FUNC(debug);
};

View File

@ -143,11 +143,7 @@ if (_state) then {
_ctrl ctrlSetEventHandler ["ButtonClick", toString {
closeDialog 0;
if (["ace_medical"] call FUNC(isModLoaded)) then {
[player, "respawn_button"] call EFUNC(medical_status,setDead);
} else {
player setDamage 1;
};
[player, "respawn_button"] call FUNC(setDead);
[false] call FUNC(disableUserInput);
}];

View File

@ -137,11 +137,11 @@ if (_onCancel isEqualTo {}) then {
ctrlSetFocus _ctrlButtonCancel;
};
_ctrlButtonOK ctrlAddEventHandler ["buttonClick", {(ctrlParent (_this select 0)) closeDisplay 1; true}];
_ctrlButtonCancel ctrlAddEventHandler ["buttonClick", {(ctrlParent (_this select 0)) closeDisplay 2; true}];
_ctrlButtonOK ctrlAddEventHandler ["ButtonClick", {(ctrlParent (_this select 0)) closeDisplay 1; true}];
_ctrlButtonCancel ctrlAddEventHandler ["ButtonClick", {(ctrlParent (_this select 0)) closeDisplay 2; true}];
GVAR(errorOnOK) = _onOK;
GVAR(errorOnCancel) = _onCancel;
_display displayAddEventHandler ["unload", {call ([{}, GVAR(errorOnOK), GVAR(errorOnCancel)] select (_this select 1))}];
_display displayAddEventHandler ["keyDown", {_this select 1 == 1}];
_display displayAddEventHandler ["Unload", {call ([{}, GVAR(errorOnOK), GVAR(errorOnCancel)] select (_this select 1))}];
_display displayAddEventHandler ["KeyDown", {_this select 1 == 1}];

View File

@ -32,7 +32,6 @@ scopeName "main";
if (_x select 0 == _name) then {
_x breakOut "main";
};
false
} count GVAR(settings);
} forEach GVAR(settings);
[]

View File

@ -0,0 +1,104 @@
#include "..\script_component.hpp"
/*
* Author: commy2, johnb43
* Returns the wheel hitpoints and their selections.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* 0: Wheel hitpoints <ARRAY>
* 1: Wheel hitpoint selections <ARRAY>
*
* Example:
* cursorObject call ace_common_fnc_getWheelHitPointsWithSelections
*
* Public: No
*/
params ["_vehicle"];
TRACE_1("params",_vehicle);
// TODO: Fix for GM vehicles
GVAR(wheelSelections) getOrDefaultCall [typeOf _vehicle, {
// Get the vehicles wheel config
private _wheels = configOf _vehicle >> "Wheels";
if (isClass _wheels) then {
// Get all hitpoints and selections
(getAllHitPointsDamage _vehicle) params ["_hitPoints", "_hitPointSelections"];
// Get all wheels and read selections from config
_wheels = "true" configClasses _wheels;
private _wheelHitPoints = [];
private _wheelHitPointSelections = [];
{
private _wheelName = configName _x;
private _wheelCenter = getText (_x >> "center");
private _wheelBone = getText (_x >> "boneName");
private _wheelBoneNameResized = _wheelBone select [0, 9]; // Count "wheel_X_Y"; // this is a requirement for physx. Should work for all addon vehicles.
TRACE_4("",_wheelName,_wheelCenter,_wheelBone,_wheelBoneNameResized);
private _wheelHitPoint = "";
private _wheelHitPointSelection = "";
// Commy's orginal method
{
if ((_wheelBoneNameResized != "") && {_x find _wheelBoneNameResized == 0}) exitWith { // same as above. Requirement for physx.
_wheelHitPoint = _hitPoints select _forEachIndex;
_wheelHitPointSelection = _hitPointSelections select _forEachIndex;
TRACE_2("wheel found [Orginal]",_wheelName,_wheelHitPoint);
};
} forEach _hitPointSelections;
if (_vehicle isKindOf "Car") then {
// Backup method, search for the closest hitpoint to the wheel's center selection pos.
// Ref #2742 - RHS's HMMWV
if (_wheelHitPoint == "") then {
private _wheelCenterPos = _vehicle selectionPosition _wheelCenter;
if (_wheelCenterPos isEqualTo [0, 0, 0]) exitWith {TRACE_1("no center?",_wheelCenter);};
private _bestDist = 99;
private _bestIndex = -1;
{
if (_x != "") then {
// Filter out things that definitly aren't wheeels (#3759)
if ((toLowerANSI (_hitPoints select _forEachIndex)) in ["hitengine", "hitfuel", "hitbody"]) exitWith {TRACE_1("filter",_x)};
private _xPos = _vehicle selectionPosition _x;
if (_xPos isEqualTo [0, 0, 0]) exitWith {};
private _xDist = _wheelCenterPos distance _xPos;
if (_xDist < _bestDist) then {
_bestIndex = _forEachIndex;
_bestDist = _xDist;
};
};
} forEach _hitPointSelections;
TRACE_2("closestPoint",_bestDist,_bestIndex);
if (_bestIndex != -1) then {
_wheelHitPoint = _hitPoints select _bestIndex;
_wheelHitPointSelection = _hitPointSelections select _bestIndex;
TRACE_2("wheel found [Backup]",_wheelName,_wheelHitPoint);
};
};
};
if ((_wheelHitPoint != "") && {_wheelHitPointSelection != ""}) then {
_wheelHitPoints pushBack _wheelHitPoint;
_wheelHitPointSelections pushBack _wheelHitPointSelection;
};
} forEach _wheels;
[_wheelHitPoints, _wheelHitPointSelections]
} else {
// Exit with nothing if the vehicle has no wheels class
TRACE_1("No Wheels",_wheels);
[[], []]
}
}, true] // return

View File

@ -20,15 +20,23 @@
params [["_oldItem", "", [0,""]], ["_newItems", "", ["", []]], ["_replaceInherited", false, [false]]];
TRACE_3("registerItemReplacement",_oldItem,_newItems,_replaceInherited);
// Setup on first run
if (isNil QGVAR(itemReplacements)) then {
GVAR(itemReplacements) = [] call CBA_fnc_createNamespace;
GVAR(itemReplacements) = createHashMap;
GVAR(inheritedReplacements) = [];
GVAR(oldItems) = [];
["loadout", LINKFUNC(replaceRegisteredItems)] call CBA_fnc_addPlayerEventHandler;
};
// Get config case - if item doesn't exist, "" is returned
if (_oldItem isEqualType "") then {
_oldItem = _oldItem call FUNC(getConfigName);
};
if (_oldItem isEqualTo "") exitWith {
ERROR("Item doesn't exist");
};
// Save item replacement
// $ prefix is used for types (numbers) and replacements with inheritance
if (_replaceInherited) then {
@ -42,9 +50,8 @@ if (_newItems isEqualType "") then {
_newItems = [_newItems];
};
private _oldReplacements = GVAR(itemReplacements) getVariable [_oldItem, []];
private _oldReplacements = GVAR(itemReplacements) getOrDefault [_oldItem, [], true];
_oldReplacements append _newItems;
GVAR(itemReplacements) setVariable [_oldItem, _oldReplacements];
// Force item scan when new replacement was registered in PostInit
if !(isNull ACE_player) then {

View File

@ -42,7 +42,7 @@ for "_i" from 0 to count _newItems - 1 do {
private _replacements = [];
// Determine replacement items: direct replacements, ...
private _directReplacements = GVAR(itemReplacements) getVariable _item;
private _directReplacements = GVAR(itemReplacements) get _item;
if (!isNil "_directReplacements") then {
_doReplace = true;
_replacements append _directReplacements;
@ -50,7 +50,7 @@ for "_i" from 0 to count _newItems - 1 do {
// ... item type replacements ...
private _type = getNumber (_cfgWeapons >> _item >> "ItemInfo" >> "type");
private _typeReplacements = GVAR(itemReplacements) getVariable ("$" + str _type);
private _typeReplacements = GVAR(itemReplacements) get ("$" + str _type);
if (!isNil "_typeReplacements") then {
_doReplace = true;
_replacements append _typeReplacements;
@ -59,7 +59,7 @@ for "_i" from 0 to count _newItems - 1 do {
// ... and inherited replacements
{
if (_item isKindOf [_x, _cfgWeapons]) then {
private _inheritedReplacements = GVAR(itemReplacements) getVariable _x;
private _inheritedReplacements = GVAR(itemReplacements) get _x;
if (!isNil "_inheritedReplacements") then {
_doReplace = true;
_replacements append _inheritedReplacements;

View File

@ -0,0 +1,44 @@
#include "..\script_component.hpp"
/*
* Author: johnb43
* Kills a unit without changing visual appearance.
*
* Arguments:
* 0: Unit <ARRAY>
* 1: Reason for death (only used if ace_medical is loaded) <STRING> (default: "")
* 2: Killer (vehicle that killed unit) <ARRAY> (default: objNull)
* 3: Instigator (unit who pulled trigger) <ARRAY> (default: objNull)
*
* Return Value:
* None
*
* Example:
* [cursorObject, "", player, player] call ace_common_fnc_setDead;
*
* Public: Yes
*/
params [["_unit", objNull, [objNull]], ["_reason", "", [""]], ["_source", objNull, [objNull]], ["_instigator", objNull, [objNull]]];
if (!local _unit) exitWith {
WARNING_1("setDead executed on non-local unit - %1",_this);
};
if (GETEGVAR(medical,enabled,false)) then {
[_unit, _reason, _source, _instigator] call EFUNC(medical_status,setDead);
} else {
// From 'ace_medical_status_fnc_setDead': Kill the unit without changing visual appearance
// (#8803) Reenable damage if disabled to prevent having live units in dead state
// Keep this after death event for compatibility with third party hooks
if (!isDamageAllowed _unit) then {
WARNING_1("setDead executed on unit with damage blocked - %1",_this);
_unit allowDamage true;
};
private _currentDamage = _unit getHitPointDamage "HitHead";
_unit setHitPointDamage ["HitHead", 1, true, _source, _instigator];
_unit setHitPointDamage ["HitHead", _currentDamage, true, _source, _instigator];
};

View File

@ -56,7 +56,7 @@ private _resultMask = [];
for "_index" from 0 to 9 do {
private _set = true; //Default to true
{
if (!(_x select _index)) exitWith {
if !(_x select _index) exitWith {
_set = false; //Any false will make it false
};
} forEach _masks;

View File

@ -1834,6 +1834,9 @@
<Korean>무기 흔들림</Korean>
<French>Oscillation de l'arme</French>
<Russian>Колебание оружия</Russian>
<German>Waffen schwanken</German>
<Spanish>Oscilación del arma</Spanish>
<Italian>Oscillazione arma</Italian>
</Key>
<Key ID="STR_ACE_Common_EnableSway">
<English>Enable Weapon Sway</English>
@ -1841,6 +1844,9 @@
<Korean>무기 흔들림 추가</Korean>
<French>Activer l'oscillation de l'arme</French>
<Russian>Включить колебание оружия</Russian>
<German>Aktiviere Waffen schwanken</German>
<Spanish>Habilitar oscilación del arma</Spanish>
<Italian>Abilita oscillazione arma</Italian>
</Key>
<Key ID="STR_ACE_Common_EnableSway_Description">
<English>Enables weapon sway influenced by sway factors, such as stance, fatigue and medical condition.\nDisabling this setting will defer sway to vanilla or other mods.</English>
@ -1848,6 +1854,9 @@
<Korean>흔들림 계수, 자세, 피로도, 건강 상태 등의 요인에 영향을 받는 무기 흔들림을 활성화합니다.\n이 설정을 비활성화하면 바닐라 또는 다른 모드의 흔들림으로 대체됩니다.</Korean>
<French>Active l'oscillation de l'arme influencé par les facteurs d'oscillation, tels que la position, la fatigue et l'état de santé.\nLa désactivation de ce paramètre reportera l'oscillation à vanilla ou à d'autres mods.</French>
<Russian>Активируйте колебание оружия в зависимости от таких факторов, как стойка, усталость и состояние здоровья.\nОтключение этого параметра приведет к переносу раскачивания на vanilla или другие моды.</Russian>
<German>Ermöglicht die Beeinflussung des Waffen-Schwankens durch Beeinflussungsfaktoren wie Haltung, Müdigkeit und Gesundheitszustand.\nDie Deaktivierung dieser Einstellung erlaubt die Beeinflussung durch Vanilla oder andere Mods.</German>
<Spanish>Habilita la oscilación del arma afectado por factores como la postura, la fatiga y la condición médica.\nDeshabilitar esta opción hará que el comportamiento de la oscilación venga definido por Vanilla o por otros mods.</Spanish>
<Italian>Abilita l'oscillazione ACE, influenzata da fattori come postura, fatica e condizione medica.\nDisabilitare questa impostazione farà controllare l'oscillazione al gioco vanilla o altre mod.</Italian>
</Key>
<Key ID="STR_ACE_Common_SwayFactor">
<English>Sway factor</English>
@ -1888,6 +1897,7 @@
<Italian>Fattore di Oscillazione Appoggiato</Italian>
<Japanese>静止依託時の手ぶれ係数</Japanese>
<Russian>Коэффициент колебания прицела в состоянии покоя</Russian>
<Spanish>Factor de oscilación apoyado</Spanish>
</Key>
<Key ID="STR_ACE_Common_RestedSwayFactor_Description">
<English>Influences the amount of weapon sway while weapon is rested.</English>
@ -1898,6 +1908,7 @@
<Italian>Determina la quantità di oscillazione dell'arma quando questa è appoggiata.</Italian>
<Japanese>静止し壁などに依託している時の武器の手ぶれの大きさに影響します。</Japanese>
<Russian>Влияет на величину колебания прицела оружия в состоянии покоя.</Russian>
<Spanish>Afecta la cantidad de oscilación del arma cuando se está apoyado.</Spanish>
</Key>
<Key ID="STR_ACE_Common_DeployedSwayFactor">
<English>Deployed sway factor</English>
@ -1908,6 +1919,7 @@
<Italian>Fattore di Oscillazione su Bipode</Italian>
<Japanese>接地展開時の手ぶれ係数</Japanese>
<Russian>Коэффициент колебания прицела при развертывании</Russian>
<Spanish>Factor de oscilación desplegado</Spanish>
</Key>
<Key ID="STR_ACE_Common_DeployedSwayFactor_Description">
<English>Influences the amount of weapon sway while weapon is deployed.</English>
@ -1918,6 +1930,7 @@
<Italian>Determina la quantità di oscillazione dell'arma quando questa è stabilizzata usando il bipode.</Italian>
<Japanese>武器の接地展開時の武器の手ぶれの大きさに影響します。</Japanese>
<Russian>Влияет на величину колебания прицела оружия при его развертывании.</Russian>
<Spanish>Afecta la cantidad de oscilación del arma cuando se está desplegado.</Spanish>
</Key>
</Package>
</Project>

View File

@ -1,3 +1,6 @@
class CBA_Extended_EventHandlers;
#define XEH_INHERITED class EventHandlers {class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};}
class CfgVehicles {
class House;
class House_Small_F;
@ -5,7 +8,7 @@ class CfgVehicles {
class House_EP1: House {};
class Land_Benzina_schnell: House {
transportFuel = 0;
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{-1.5,-3.93,-1.25}, {2.35,-3.93,-1.25}};
EGVAR(refuel,fuelCargo) = REFUEL_INFINITE_FUEL;
class ACE_Actions {
@ -18,22 +21,22 @@ class CfgVehicles {
};
};
class Land_A_FuelStation_Feed: Strategic {
transportFuel = 0;
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{-0.34,0,0}, {0.34,0,0}};
EGVAR(refuel,fuelCargo) = REFUEL_INFINITE_FUEL;
};
class Land_Ind_FuelStation_Feed_EP1: House_EP1 {
transportFuel = 0;
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{-0.34,0,0}, {0.34,0,0}};
EGVAR(refuel,fuelCargo) = REFUEL_INFINITE_FUEL;
};
class Land_FuelStation_Feed_PMC: Strategic {
transportFuel = 0;
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{-0.34,0,0}, {0.34,0,0}};
EGVAR(refuel,fuelCargo) = REFUEL_INFINITE_FUEL;
};
class FuelStation: House_Small_F {
transportFuel = 0;
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{1.25, .2, -1.1}};
EGVAR(refuel,fuelCargo) = REFUEL_INFINITE_FUEL;
class ACE_Actions {
@ -45,4 +48,9 @@ class CfgVehicles {
};
};
};
class WarfareBBaseStructure;
class Base_WarfareBVehicleServicePoint: WarfareBBaseStructure {
// "vehicle service point" (a conex /w barrels) - need hooks???
XEH_INHERITED;
};
};

View File

@ -0,0 +1,492 @@
class CfgGlasses {
#define ESS_OVERLAY \
ace_overlay = QPATHTOEF(goggles,textures\hud\combatgoggles.paa); \
ace_overlayCracked = QPATHTOEF(goggles,textures\hud\combatgogglescracked.paa)
class None;
class CUP_G_PMC_RadioHeadset_Glasses;
// ESS Goggles - Dark
class CUP_G_ESS_BLK_Dark: None {
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Blk: None {
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Blk_Beard: None {
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Blk_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Face_Blk: None {
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_CBR_Dark: None {
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Dark: None {
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_RGR_Dark: None {
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
// ESS Goggles - Ember
class CUP_G_ESS_BLK_Ember: None {
ace_color[] = {1, 0, 0};
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_CBR_Ember: None {
ace_color[] = {1, 0, 0};
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_RGR_Ember: None {
ace_color[] = {1, 0, 0};
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Ember: None {
ace_color[] = {1, 0, 0};
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Facewrap_White: None {
ace_color[] = {1, 0, 0};
ace_protection = 1;
ace_resistance = 1;
ace_tintAmount = 8;
ESS_OVERLAY;
};
// ESS Goggles - Clear
class CUP_G_ESS_BLK: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_CBR: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_RGR: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Facewrap_Black: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Facewrap_Black_GPS: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Face_Grn: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Face_Grn_GPS: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Face_Red: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Face_White: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Face_White_GPS: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Grn: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Grn_Beard: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Grn_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Grn_GPS: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Grn_GPS_Beard: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Grn_GPS_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Red: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Red_Beard: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_Red_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_White: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_White_Beard: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_White_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_White_GPS: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_White_GPS_Beard: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_BLK_Scarf_White_GPS_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_CBR_Facewrap_Red: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Facewrap_Tan: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Scarf_Face_Tan: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Scarf_Face_Tan_GPS: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Scarf_Tan: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Scarf_Tan_Beard: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Scarf_Tan_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Scarf_Tan_GPS: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Scarf_Tan_GPS_Beard: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_KHK_Scarf_Tan_GPS_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_RGR_Facewrap_Ranger: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_RGR_Facewrap_Skull: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
class CUP_G_ESS_RGR_Facewrap_Tropical: None {
ace_protection = 1;
ace_resistance = 1;
ESS_OVERLAY;
};
// Oakleys - Dark
class CUP_G_Oakleys_Drk: None {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Black_Glasses_Dark: None {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Black_Glasses_Dark_Headset: None {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Tan_Glasses_Dark: CUP_G_PMC_Facewrap_Black_Glasses_Dark {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Tan_Glasses_Dark_Headset: None {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Tropical_Glasses_Dark: CUP_G_PMC_Facewrap_Black_Glasses_Dark {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Tropical_Glasses_Dark_Headset: None {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Winter_Glasses_Dark: CUP_G_PMC_Facewrap_Black_Glasses_Dark {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Winter_Glasses_Dark_Headset: None {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_RadioHeadset_Glasses_Dark: CUP_G_PMC_RadioHeadset_Glasses {
ace_resistance = 1;
ace_tintAmount = 8;
};
// Oakleys - Ember
class CUP_G_Oakleys_Embr: None {
ace_color[] = {1, 0, 0};
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Black_Glasses_Ember: CUP_G_PMC_Facewrap_Black_Glasses_Dark {
ace_color[] = {1, 0, 0};
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Tan_Glasses_Ember: CUP_G_PMC_Facewrap_Black_Glasses_Dark {
ace_color[] = {1, 0, 0};
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Tropical_Glasses_Ember: CUP_G_PMC_Facewrap_Black_Glasses_Dark {
ace_color[] = {1, 0, 0};
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_Facewrap_Winter_Glasses_Ember: CUP_G_PMC_Facewrap_Black_Glasses_Dark {
ace_color[] = {1, 0, 0};
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_PMC_RadioHeadset_Glasses_Ember: CUP_G_PMC_RadioHeadset_Glasses {
ace_color[] = {1, 0, 0};
ace_resistance = 1;
ace_tintAmount = 8;
};
// Shades - Dark
class CUP_G_Beard_Shades_Black: None {
ace_resistance = 1;
ace_tintAmount = 8;
};
class CUP_G_Beard_Shades_Blonde: CUP_G_Beard_Shades_Black {
ace_resistance = 1;
ace_tintAmount = 8;
};
// Shades - Clear
class CUP_G_Grn_Scarf_Shades: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Grn_Scarf_Shades_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Grn_Scarf_Shades_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Grn_Scarf_Shades_GPS: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Grn_Scarf_Shades_GPS_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Grn_Scarf_Shades_GPS_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Grn_Scarf_Shades_GPSCombo: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Grn_Scarf_Shades_GPSCombo_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Grn_Scarf_Shades_GPSCombo_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades_GPS: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades_GPS_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades_GPS_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades_GPSCombo: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades_GPSCombo_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_Tan_Scarf_Shades_GPSCombo_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades_GPS: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades_GPS_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades_GPS_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades_GPSCombo: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades_GPSCombo_Beard: None {
ace_protection = 1;
ace_resistance = 1;
};
class CUP_G_White_Scarf_Shades_GPSCombo_Beard_Blonde: None {
ace_protection = 1;
ace_resistance = 1;
};
// Thug - Dark
class CUP_PMC_G_thug: None {
ace_tintAmount = 8;
};
};

View File

@ -15,4 +15,5 @@ class CfgPatches {
};
};
#include "CfgGlasses.hpp"
#include "CfgWeapons.hpp"

View File

@ -1,35 +1,30 @@
class CfgVehicles {
class CUP_T810_Unarmed_Base;
class CUP_T810_Refuel_Base: CUP_T810_Unarmed_Base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-1.01, 0.21, -0.5},{1.08, 0.2, -0.5}};
EGVAR(refuel,fuelCargo) = 10000;
};
class Truck_02_fuel_base_F;
class CUP_Kamaz_5350_Refuel_Base: Truck_02_fuel_base_F {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-0.02, -3.33, -1.05}};
EGVAR(refuel,fuelCargo) = 10000;
};
class CUP_Ural_Support_Base;
class CUP_Ural_Refuel_Base: CUP_Ural_Support_Base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-0.05, -3.65, -0.42}};
EGVAR(refuel,fuelCargo) = 10000;
};
class CUP_V3S_Open_Base;
class CUP_V3S_Refuel_Base: CUP_V3S_Open_Base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-0.35, -3.35, -0.4},{0.40, -3.35, -0.4}};
EGVAR(refuel,fuelCargo) = 6500;
};
class CUP_MTVR_Base;
class CUP_MTVR_Refuel_Base: CUP_MTVR_Base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-1.09, -0.01, -0.5},{1, -0.01, -0.5}};
EGVAR(refuel,fuelCargo) = 10000;
};

View File

@ -6,36 +6,48 @@
<Japanese>[CSW] AGS30 ベルト</Japanese>
<Russian>[CSW] Лента AGS 30</Russian>
<Korean>[CSW] AGS-30 벨트</Korean>
<German>[CSW] AGS30 Gurt</German>
<Spanish>[CSW] Cinta de AGS30</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_MK19_displayName">
<English>[CSW] MK19 Belt</English>
<Japanese>[CSW] Mk19 ベルト</Japanese>
<Russian>[CSW] Лента Mk19</Russian>
<Korean>[CSW] Mk.19 벨트</Korean>
<German>[CSW] MK19 Gurt</German>
<Spanish>[CSW] Cinta de MK19</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_TOW_displayName">
<English>[CSW] TOW Tube</English>
<Japanese>[CSW] TOW チューブ</Japanese>
<Russian>[CSW] Туба TOW</Russian>
<Korean>[CSW] TOW 튜브</Korean>
<German>[CSW] TOW Rohr</German>
<Spanish>[CSW] Tubo de TOW</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_TOW2_displayName">
<English>[CSW] TOW2 Tube</English>
<Japanese>[CSW] TOW2 チューブ</Japanese>
<Russian>[CSW] Туба TOW-2</Russian>
<Korean>[CSW] TOW2 튜브</Korean>
<German>[CSW] TOW2 Rohr</German>
<Spanish>[CSW] Tubo de TOW2</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_PG9_displayName">
<English>[CSW] PG-9 Round</English>
<Japanese>[CSW] PG-9 砲弾</Japanese>
<Russian>[CSW] Снаряд ПГ-9</Russian>
<Korean>[CSW] PG-9 대전차고폭탄</Korean>
<German>[CSW] PG-9 Rakete</German>
<Spanish>[CSW] Carga de PG-9</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_OG9_displayName">
<English>[CSW] OG-9 Round</English>
<Japanese>[CSW] OG-9 砲弾</Japanese>
<Russian>[CSW] Снаряд OГ-9</Russian>
<Korean>[CSW] OG-9 고폭파편탄</Korean>
<German>[CSW] OG-9 Rakete</German>
<Spanish>[CSW] Carga de OG-9</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_M1HE_displayName">
<English>[CSW] M1 HE</English>
@ -43,6 +55,8 @@
<Russian>[CSW] M1 HE</Russian>
<Korean>[CSW] M1 고폭탄</Korean>
<French>[CSW] M1 HE</French>
<German>[CSW] M1 HE</German>
<Spanish>[CSW] HE de M1</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_M84Smoke_displayName">
<English>[CSW] M84 Smoke</English>
@ -50,6 +64,8 @@
<Russian>[CSW] M84 Дымовая</Russian>
<Korean>[CSW] M84 연막탄</Korean>
<French>[CSW] M84 Fumigène</French>
<German>[CSW] M84 Rauch</German>
<Spanish>[CSW] Humo M84</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_M60A2_displayName">
<English>[CSW] M60A2 WP</English>
@ -57,6 +73,8 @@
<Russian>[CSW] M60A2 WP</Russian>
<Korean>[CSW] M60A2 백린연막탄</Korean>
<French>[CSW] M60A2 WP</French>
<German>[CSW] M60A2 WP</German>
<Spanish>[CSW] M60A2 WP</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_M67AT_displayName">
<English>[CSW] M67 AT Laser Guided</English>
@ -64,6 +82,8 @@
<Russian>[CSW] M67 AT Laser Guided</Russian>
<Korean>[CSW] M67 레이저유도 대전차탄</Korean>
<French>[CSW] M67 AT Guidé laser</French>
<German>[CSW] M67 AT Lasergelenkt</German>
<Spanish>[CSW] AT Guiado por Láser M67</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_M314Illum_displayName">
<English>[CSW] M314 Illumination</English>
@ -71,6 +91,8 @@
<Russian>[CSW] M314 Осветительная</Russian>
<Korean>[CSW] M314 조명탄</Korean>
<French>[CSW] M314 Illumination</French>
<German>[CSW] M314 Beleuchtung</German>
<Spanish>[CSW] Iluminación M314</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_3OF56_displayName">
<English>[CSW] 3OF56 HE</English>
@ -78,6 +100,8 @@
<Russian>[CSW] 3OF56 HE</Russian>
<Korean>[CSW] 3OF56 고폭탄</Korean>
<French>[CSW] 3OF56 HE</French>
<German>[CSW] 3OF56 HE</German>
<Spanish>[CSW] HE de 3OF56</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_3OF69M_displayName">
<English>[CSW] 3OF69M Laser Guided</English>
@ -85,6 +109,8 @@
<Russian>[CSW] 3OF69M Laser Guided</Russian>
<Korean>[CSW] 3OF69M 레이저유도탄</Korean>
<French>[CSW] 3OF69M Guidé laser</French>
<German>[CSW] 3OF69M Lasergelenkt</German>
<Spanish>[CSW] 3OF69M Guiado por Láser</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_122mmWP_displayName">
<English>[CSW] 122mm WP</English>
@ -92,6 +118,8 @@
<Russian>[CSW] 122mm WP</Russian>
<Korean>[CSW] 122mm 백린탄</Korean>
<French>[CSW] 122mm WP</French>
<German>[CSW] 122mm WP</German>
<Spanish>[CSW] WP de 122mm</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_122mmSmoke_displayName">
<English>[CSW] D-462 Smoke</English>
@ -99,6 +127,8 @@
<Russian>[CSW] D-462 Дымовая</Russian>
<Korean>[CSW] D-462 연막탄</Korean>
<French>[CSW] D-462 Fumigène</French>
<German>[CSW] D-462 Rauch</German>
<Spanish>[CSW] Humo D-462</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_122mmIllum_displayName">
<English>[CSW] S-463 Illumination</English>
@ -106,6 +136,8 @@
<Russian>[CSW] S-463 Осветительная</Russian>
<Korean>[CSW] S-463 조명탄</Korean>
<French>[CSW] S-463 Eclairante</French>
<German>[CSW] S-463 Beleuchtung</German>
<Spanish>[CSW] Iluminación S-463</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_CSW_mag_122mmAT_displayName">
<English>[CSW] BK-6M HEAT</English>
@ -113,6 +145,8 @@
<Russian>[CSW] BK-6M HEAT</Russian>
<Korean>[CSW] BK-6M 대전차고폭탄</Korean>
<French>[CSW] BK-6M HEAT</French>
<German>[CSW] BK-6M HEAT</German>
<Spanish>[CSW] BK-6M HEAT</Spanish>
</Key>
</Package>
</Project>

View File

@ -10,6 +10,7 @@
<Korean>AN/PVS-14 (백색광)</Korean>
<French>AN/PVS-14 (WP)</French>
<Russian>AN/PVS-14 (БФ)</Russian>
<Spanish>AN/PVS-14 (WP)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_black_WP">
<English>AN/PVS-15 (Black, WP)</English>
@ -20,6 +21,7 @@
<Korean>AN/PVS-15 (검정, 백색광)</Korean>
<French>AN/PVS-15 (Noires, WP)</French>
<Russian>AN/PVS-15 (Чёрный, БФ)</Russian>
<Spanish>AN/PVS-15 (Negras, WP)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_green_WP">
<English>AN/PVS-15 (Green, WP)</English>
@ -30,6 +32,7 @@
<Korean>AN/PVS-15 (녹색, 백색광)</Korean>
<French>AN/PVS-15 (Vertes, WP)</French>
<Russian>AN/PVS-15 (Зелёный, БФ)</Russian>
<Spanish>AN/PVS-15 (Verdes, WP)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_tan_WP">
<English>AN/PVS-15 (Tan, WP)</English>
@ -40,6 +43,7 @@
<Korean>AN/PVS-15 (황갈색, 백색광)</Korean>
<French>AN/PVS-15 (Marron clair, WP)</French>
<Russian>AN/PVS-15 (Желтовато-коричневый, БФ)</Russian>
<Spanish>AN/PVS-15 (Marrones, WP)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_PVS15_winter_WP">
<English>AN/PVS-15 (Winter, WP)</English>
@ -47,6 +51,8 @@
<Korean>AN/PVS-15 (설상, 백색광)</Korean>
<Russian>AN/PVS-15 (Белый, БФ)</Russian>
<French>AN/PVS-15 (Blanc, WP)</French>
<German>AN/PVS-15 (Winter, WP)</German>
<Spanish>AN/PVS-15 (Blancas, WP)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_black_WP">
<English>GPNVG (Black, WP)</English>
@ -57,6 +63,7 @@
<Korean>GPNVG (검정, 백색광)</Korean>
<French>GPNVG (Noires, WP)</French>
<Russian>GPNVG (Чёрный, БФ)</Russian>
<Spanish>GPNVG (Negras, WP)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_tan_WP">
<English>GPNVG (Tan, WP)</English>
@ -67,6 +74,7 @@
<Korean>GPNVG (황갈색, 백색광)</Korean>
<French>GPNVG (Marron clair, WP)</French>
<Russian>GPNVG (Желтовато-коричневый, БФ)</Russian>
<Spanish>GPNVG (Marrones, WP)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_green_WP">
<English>GPNVG (Green, WP)</English>
@ -77,6 +85,7 @@
<Korean>GPNVG (녹색, 백색광)</Korean>
<French>GPNVG (Vertes, WP)</French>
<Russian>GPNVG (Зелёный, БФ)</Russian>
<Spanish>GPNVG (Verdes, WP)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_winter_WP">
<English>GPNVG (Winter, WP)</English>
@ -84,6 +93,8 @@
<Korean>GPNVG (설상, 백색광)</Korean>
<Russian>AN/PVS-15 (Белый, БФ)</Russian>
<French>GPNVG (Blanc, WP)</French>
<German>GPNVG (Winter, WP)</German>
<Spanish>GPNVG (Blancas, WP)</Spanish>
</Key>
</Package>
</Project>

View File

@ -1,6 +0,0 @@
class CfgVehicles {
class gm_ural4320_base;
class gm_ural4320_refuel_base: gm_ural4320_base {
transportFuel = 0;
};
};

View File

@ -21,4 +21,3 @@ class CfgPatches {
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"

View File

@ -0,0 +1 @@
z\ace\addons\compat_rf

View File

@ -0,0 +1,42 @@
class CfgWeapons {
// Ballistics
class Pistol_Base_F;
class hgun_Glock19_RF: Pistol_Base_F {
ace_barrelTwist = 254;
ace_barrelLength = 102;
ace_twistDirection = 1;
};
class hgun_DEagle_RF: Pistol_Base_F {
ace_barrelTwist = 482;
ace_barrelLength = 127;
ace_twistDirection = 1;
};
class Rifle_Long_Base_F;
class srifle_h6_base_rf: Rifle_Long_Base_F {
ace_barrelTwist = 228.6;
ace_barrelLength = 460;
ace_twistDirection = 1;
};
class Rifle_Base_F;
class arifle_ash12_base_RF: Rifle_Base_F {
ace_barrelTwist = 228.6;
ace_barrelLength = 400;
ace_twistDirection = 1;
};
class arifle_ash12_LR_base_RF: arifle_ash12_base_RF {
ace_barrelLength = 450;
};
// Hearing
class H_HelmetIA;
class H_HelmetIA_sb_arid_RF: H_HelmetIA {
ace_hearing_protection = 0.75;
};
class H_HelmetIA_sb_digital_RF: H_HelmetIA {
ace_hearing_protection = 0.75;
};
};

View File

@ -0,0 +1,12 @@
// Generated using ace_nouniformrestrictions_fnc_exportConfig
class CfgVehicles {
class B_Helipilot_F;
class C_Helipilot_Green_UniformHolder_RF;
class C_Helipilot_Rescue_UniformHolder_RF: B_Helipilot_F {
modelSides[] = {6};
};
class B_Helipilot_Green_UniformHolder_RF: C_Helipilot_Green_UniformHolder_RF {
modelSides[] = {6};
};
};

View File

@ -0,0 +1,21 @@
#include "script_component.hpp"
class CfgPatches {
class SUBADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {
"RF_Data_Loadorder",
"ace_nouniformrestrictions"
};
skipWhenMissingDependencies = 1;
author = ECSTRING(common,ACETeam);
authors[] = {"Mike"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};
#include "CfgVehicles.hpp"

View File

@ -0,0 +1,3 @@
#define SUBCOMPONENT nouniformrestrictions
#define SUBCOMPONENT_BEAUTIFIED No Uniform Restrictions
#include "..\script_component.hpp"

View File

@ -0,0 +1,41 @@
class optic_MRD;
class optic_MRD_khk_RF: optic_MRD {
displayName = SUBCSTRING(optic_mrd_khk_Name);
};
class optic_MRD_tan_RF: optic_MRD {
displayName = SUBCSTRING(optic_mrd_tan_Name);
};
class optic_ACO_grn;
class optic_ACO_grn_desert_RF: optic_ACO_grn {
displayName = SUBCSTRING(optic_aco_grn_desert_Name);
};
class optic_ACO_grn_wood_RF: optic_ACO_grn {
displayName = SUBCSTRING(optic_aco_grn_wood_Name);
};
class optic_Aco;
class optic_ACO_desert_RF: optic_Aco {
displayName = SUBCSTRING(optic_aco_desert_Name);
};
class optic_ACO_wood_RF: optic_Aco {
displayName = SUBCSTRING(optic_aco_wood_Name);
};
class ItemCore;
class optic_rds_RF: ItemCore {
displayName = SUBCSTRING(optic_rds_Name);
};
class optic_VRCO_RF: ItemCore {
displayName = SUBCSTRING(optic_vrco_Name);
};
class optic_VRCO_tan_RF: optic_VRCO_RF {
displayName = SUBCSTRING(optic_vrco_tan_Name);
};
class optic_VRCO_khk_RF: optic_VRCO_RF {
displayName = SUBCSTRING(optic_vrco_khk_Name);
};
class optic_VRCO_pistol_RF: optic_VRCO_RF {
displayName = SUBCSTRING(optic_vrco_pistol_Name);
};

View File

@ -0,0 +1,24 @@
class CfgMagazines {
class CA_Magazine;
class 1Rnd_RC40_shell_RF: CA_Magazine {
displayName = SUBCSTRING(rc40_Name);
};
class 1Rnd_RC40_HE_shell_RF: 1Rnd_RC40_shell_RF {
displayName = SUBCSTRING(rc40_he_Name);
};
class 1Rnd_RC40_SmokeWhite_shell_RF: 1Rnd_RC40_shell_RF {
displayName = SUBCSTRING(rc40_white_Name);
};
class 1Rnd_RC40_SmokeBlue_shell_RF: 1Rnd_RC40_shell_RF {
displayName = SUBCSTRING(rc40_blue_Name);
};
class 1Rnd_RC40_SmokeRed_shell_RF: 1Rnd_RC40_shell_RF {
displayName = SUBCSTRING(rc40_red_Name);
};
class 1Rnd_RC40_SmokeGreen_shell_RF: 1Rnd_RC40_shell_RF {
displayName = SUBCSTRING(rc40_green_Name);
};
class 1Rnd_RC40_SmokeOrange_shell_RF: 1Rnd_RC40_shell_RF {
displayName = SUBCSTRING(rc40_orange_Name);
};
};

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@ -0,0 +1,134 @@
class CfgVehicles {
class Heli_light_03_dynamicLoadout_base_F;
class B_Heli_light_03_dynamicLoadout_RF: Heli_light_03_dynamicLoadout_base_F {
displayName = SUBCSTRING(heli_light_03_Name);
};
class Heli_light_03_unarmed_base_F;
class B_Heli_light_03_unarmed_RF: Heli_light_03_unarmed_base_F {
displayName = SUBCSTRING(heli_light_03_unarmed_Name);
};
class I_Heli_light_03_dynamicLoadout_RF;
class I_E_Heli_light_03_dynamicLoadout_RF: I_Heli_light_03_dynamicLoadout_RF {
displayName = SUBCSTRING(heli_light_03_Name);
};
class I_Heli_light_03_unarmed_RF;
class I_E_Heli_light_03_unarmed_RF: I_Heli_light_03_unarmed_RF {
displayName = SUBCSTRING(heli_light_03_unarmed_Name);
};
class Heli_EC_01A_base_RF;
class Heli_EC_01A_military_base_RF: Heli_EC_01A_base_RF {
displayName = SUBCSTRING(ec_01a_military_Name);
};
class Helicopter_Base_H;
class Heli_EC_01_base_RF: Helicopter_Base_H {
displayName = SUBCSTRING(ec_01_base_Name);
};
class Heli_EC_01_civ_base_RF: Heli_EC_01_base_RF {
displayName = SUBCSTRING(ec_01_Name);
};
class Heli_EC_01A_civ_base_RF: Heli_EC_01A_base_RF {
displayName = SUBCSTRING(ec_01a_Name);
};
class Heli_EC_02_base_RF: Heli_EC_01_base_RF {
displayName = SUBCSTRING(ec_02_Name);
};
class Heli_EC_03_base_RF: Heli_EC_01_base_RF {
displayName = SUBCSTRING(ec_03_Name);
};
class Heli_EC_04_base_RF: Heli_EC_01_base_RF {
displayName = SUBCSTRING(ec_04_Name);
};
// Typhoon
class O_Truck_03_fuel_F;
class C_Truck_03_water_rf: O_Truck_03_fuel_F {
displayName = SUBCSTRING(truck_03_water_Name);
};
// RAM 1500 (Pickup)
class Offroad_01_unarmed_base_F;
class Pickup_01_base_rf: Offroad_01_unarmed_base_F {
displayName = SUBCSTRING(pickup_01_Name);
};
class Pickup_fuel_base_rf: Pickup_01_base_rf {
displayName = SUBCSTRING(pickup_01_fuel_Name);
};
class Pickup_service_base_rf: Pickup_01_base_rf {
displayName = SUBCSTRING(pickup_01_service_Name);
};
class Pickup_repair_base_rf: Pickup_service_base_rf {
displayName = SUBCSTRING(pickup_01_repair_Name);
};
class Pickup_comms_base_rf: Pickup_service_base_rf {
displayName = SUBCSTRING(pickup_01_comms_Name);
};
class Pickup_repair_ig_base_rf: Pickup_repair_base_rf {
displayName = SUBCSTRING(pickup_01_repair_Name);
};
class Pickup_01_hmg_base_rf: Pickup_01_base_rf {
displayName = SUBCSTRING(pickup_01_hmg_Name);
};
class Pickup_01_mmg_base_rf: Pickup_01_base_rf {
displayName = SUBCSTRING(pickup_01_mmg_Name);
};
class Pickup_01_mrl_base_rf: Pickup_01_base_rf {
displayName = SUBCSTRING(pickup_01_mrl_Name);
};
class Pickup_01_aat_base_rf: Pickup_01_base_rf {
displayName = SUBCSTRING(pickup_01_aa_Name);
};
class Pickup_covered_base_rf: Pickup_service_base_rf {
displayName = SUBCSTRING(pickup_01_covered_Name);
};
class C_IDAP_Pickup_rf;
class C_IDAP_Pickup_water_rf: C_IDAP_Pickup_rf {
displayName = SUBCSTRING(pickup_01_water_Name);
};
class StaticMortar;
class CommandoMortar_base_RF: StaticMortar {
displayName = SUBCSTRING(commando_Name);
};
class StaticMGWeapon;
class TwinMortar_base_RF: StaticMGWeapon {
displayName = SUBCSTRING(twinmortar_Name);
};
class Helicopter_Base_F;
class UAV_RC40_Base_RF: Helicopter_Base_F {
displayName = SUBCSTRING(rc40_base_Name);
};
class UAV_RC40_Base_Sensor_RF: UAV_RC40_Base_RF {
displayName = SUBCSTRING(rc40_Name);
};
class UAV_RC40_Base_HE_RF: UAV_RC40_Base_RF {
displayName = SUBCSTRING(rc40_he_Name);
};
class UAV_RC40_Base_SmokeWhite_RF: UAV_RC40_Base_HE_RF {
displayName = SUBCSTRING(rc40_white_Name);
};
class UAV_RC40_Base_SmokeBlue_RF: UAV_RC40_Base_HE_RF {
displayName = SUBCSTRING(rc40_blue_Name);
};
class UAV_RC40_Base_SmokeRed_RF: UAV_RC40_Base_HE_RF {
displayName = SUBCSTRING(rc40_red_Name);
};
class UAV_RC40_Base_SmokeGreen_RF: UAV_RC40_Base_HE_RF {
displayName = SUBCSTRING(rc40_green_Name);
};
class UAV_RC40_Base_SmokeOrange_RF: UAV_RC40_Base_HE_RF {
displayName = SUBCSTRING(rc40_orange_Name);
};
};

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class CfgWeapons {
#include "Attachments.hpp"
class Pistol_Base_F;
class hgun_Glock19_RF: Pistol_Base_F {
displayName = SUBCSTRING(glock19_Name);
};
class hgun_Glock19_khk_RF: hgun_Glock19_RF {
displayName = SUBCSTRING(glock19_khk_Name);
};
class hgun_Glock19_Tan_RF: hgun_Glock19_RF {
displayName = SUBCSTRING(glock19_tan_Name);
};
class hgun_Glock19_auto_RF: hgun_Glock19_RF {
displayName = SUBCSTRING(glock19_auto_Name);
};
class hgun_Glock19_auto_khk_RF: hgun_Glock19_auto_RF {
displayName = SUBCSTRING(glock19_auto_khk_Name);
};
class hgun_Glock19_auto_Tan_RF: hgun_Glock19_auto_RF {
displayName = SUBCSTRING(glock19_auto_tan_Name);
};
class hgun_DEagle_RF: Pistol_Base_F {
displayName = SUBCSTRING(deagle_Name);
};
class hgun_DEagle_classic_RF: hgun_DEagle_RF {
displayName = SUBCSTRING(deagle_classic_Name);
};
class hgun_DEagle_bronze_RF: hgun_DEagle_RF {
displayName = SUBCSTRING(deagle_bronze_Name);
};
class hgun_DEagle_copper_RF: hgun_DEagle_RF {
displayName = SUBCSTRING(deagle_copper_Name);
};
class hgun_DEagle_gold_RF: hgun_DEagle_RF {
displayName = SUBCSTRING(deagle_gold_Name);
};
class srifle_h6_base_rf;
class srifle_h6_tan_rf: srifle_h6_base_rf {
displayName = SUBCSTRING(h6_tan_Name);
};
class srifle_h6_oli_rf: srifle_h6_tan_rf {
displayName = SUBCSTRING(h6_oli_Name);
};
class srifle_h6_blk_rf: srifle_h6_tan_rf {
displayName = SUBCSTRING(h6_blk_Name);
};
class srifle_h6_digi_rf: srifle_h6_tan_rf {
displayName = SUBCSTRING(h6_digi_Name);
};
class srifle_h6_gold_rf: srifle_h6_tan_rf {
displayName = SUBCSTRING(h6_gold_Name);
};
class srifle_DMR_01_F;
class srifle_DMR_01_black_RF: srifle_DMR_01_F {
displayName = SUBCSTRING(dmr_01_black_Name);
};
class srifle_DMR_01_tan_RF: srifle_DMR_01_black_RF {
displayName = SUBCSTRING(dmr_01_tan_Name);
};
class SMG_01_F;
class SMG_01_black_RF: SMG_01_F {
displayName = SUBCSTRING(smg_01_black_Name);
};
class arifle_ash12_base_RF;
class arifle_ash12_blk_RF: arifle_ash12_base_RF {
displayName = SUBCSTRING(ash12_blk_Name);
};
class arifle_ash12_desert_RF: arifle_ash12_base_RF {
displayName = SUBCSTRING(ash12_desert_Name);
};
class arifle_ash12_urban_RF: arifle_ash12_base_RF {
displayName = SUBCSTRING(ash12_urban_Name);
};
class arifle_ash12_wood_RF: arifle_ash12_base_RF {
displayName = SUBCSTRING(ash12_wood_Name);
};
class arifle_ash12_GL_base_RF;
class arifle_ash12_GL_blk_RF: arifle_ash12_GL_base_RF {
displayName = SUBCSTRING(ash12_gl_blk_Name);
};
class arifle_ash12_GL_desert_RF: arifle_ash12_GL_blk_RF {
displayName = SUBCSTRING(ash12_gl_desert_Name);
};
class arifle_ash12_GL_urban_RF: arifle_ash12_GL_blk_RF {
displayName = SUBCSTRING(ash12_gl_urban_Name);
};
class arifle_ash12_GL_wood_RF: arifle_ash12_GL_blk_RF {
displayName = SUBCSTRING(ash12_gl_wood_Name);
};
class arifle_ash12_LR_base_RF;
class arifle_ash12_LR_blk_RF: arifle_ash12_LR_base_RF {
displayName = SUBCSTRING(ash12_lr_blk_Name);
};
class arifle_ash12_LR_desert_RF: arifle_ash12_LR_blk_RF {
displayName = SUBCSTRING(ash12_lr_desert_Name);
};
class arifle_ash12_LR_urban_RF: arifle_ash12_LR_blk_RF {
displayName = SUBCSTRING(ash12_lr_urban_Name);
};
class arifle_ash12_LR_wood_RF: arifle_ash12_LR_blk_RF {
displayName = SUBCSTRING(ash12_lr_wood_Name);
};
};

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#include "script_component.hpp"
class CfgPatches {
class SUBADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {
"RF_Data_Loadorder",
"ace_realisticnames"
};
skipWhenMissingDependencies = 1;
author = ECSTRING(common,ACETeam);
authors[] = {"Mike", "Marc"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};
#include "CfgMagazines.hpp"
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"

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#define SUBCOMPONENT realisticnames
#define SUBCOMPONENT_BEAUTIFIED Realistic Names
#include "..\script_component.hpp"

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<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Compat_RF_RealisticNames">
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_mrd_khk_Name">
<English>EOTech MRDS (Khaki)</English>
<Japanese>EOTech MRDS (カーキ)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_mrd_tan_Name">
<English>EOTech MRDS (Tan)</English>
<Japanese>EOTech MRDS (タン)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_aco_grn_desert_Name">
<English>C-More Railway (Green, Desert)</English>
<Japanese>C-More レイルウェイ (グリーン、砂漠迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_aco_grn_wood_Name">
<English>C-More Railway (Green, Woodland)</English>
<Japanese>C-More レイルウェイ (グリーン、森林迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_aco_desert_Name">
<English>C-More Railway (Red, Desert)</English>
<Japanese>C-More レイルウェイ (グリーン、砂漠迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_aco_wood_Name">
<English>C-More Railway (Red, Woodland)</English>
<Japanese>C-More レイルウェイ (グリーン、森林迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_rds_Name">
<English>Aimpoint Micro R-1</English>
<Japanese>Aimpoint マイクロ R-1</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_vrco_Name">
<English>Vortex Spitfire Prism</English>
<Japanese>Vortex スピットファイア プリズム</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_vrco_tan_Name">
<English>Vortex Spitfire Prism (Tan)</English>
<Japanese>Vortex スピットファイア プリズム (タン)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_vrco_khk_Name">
<English>Vortex Spitfire Prism (Khaki)</English>
<Japanese>Vortex スピットファイア プリズム (カーキ)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_optic_vrco_pistol_Name">
<English>Vortex Spitfire Prism (Pistol)</English>
<Japanese>Vortex スピットファイア プリズム (ピストル用)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_glock19_Name">
<English>Glock 19X</English>
<Japanese>グロック 19X</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_glock19_khk_Name">
<English>Glock 19X (Khaki)</English>
<Japanese>グロック 19X (カーキ)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_glock19_tan_Name">
<English>Glock 19X (Tan)</English>
<Japanese>グロック 19X (タン)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_glock19_auto_Name">
<English>Glock 19X Auto</English>
<Japanese>グロック 19X オート</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_glock19_auto_khk_Name">
<English>Glock 19X Auto (Khaki)</English>
<Japanese>グロック 19X オート (カーキ)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_glock19_auto_tan_Name">
<English>Glock 19X Auto (Tan)</English>
<Japanese>グロック 19X オート (タン)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_deagle_Name">
<English>Desert Eagle Mark XIX L5</English>
<Japanese>デザートイーグル Mark XIX L5</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_deagle_classic_Name">
<English>Desert Eagle Mark XIX L5 (Classic)</English>
<Japanese>デザートイーグル Mark XIX L5 (クラシック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_deagle_bronze_Name">
<English>Desert Eagle Mark XIX L5 (Bronze)</English>
<Japanese>デザートイーグル Mark XIX L5 (ブロンズ)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_deagle_copper_Name">
<English>Desert Eagle Mark XIX L5 (Copper)</English>
<Japanese>デザートイーグル Mark XIX L5 (カッパー)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_deagle_gold_Name">
<English>Desert Eagle Mark XIX L5 (Gold)</English>
<Japanese>デザートイーグル Mark XIX L5 (ゴールド)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_h6_tan_Name">
<English>Hera H6 (Tan)</English>
<Japanese>ヘラ H6 (タン)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_h6_oli_Name">
<English>Hera H6 (Olive)</English>
<Japanese>ヘラ H6 (オリーブ)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_h6_blk_Name">
<English>Hera H6 (Black)</English>
<Japanese>ヘラ H6 (ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_h6_digi_Name">
<English>Hera H6 (Digital)</English>
<Japanese>ヘラ H6 (AAF迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_h6_gold_Name">
<English>Hera H6 (Gold)</English>
<Japanese>ヘラ H6 (ゴールド)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_dmr_01_black_Name">
<English>VS-121 (Black)</English>
<Japanese>VS-121 (ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_dmr_01_tan_Name">
<English>VS-121 (Tan)</English>
<Japanese>VS-121 (タン)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_smg_01_black_Name">
<English>Vector SMG (Black)</English>
<Japanese>ベクター SMG (ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_blk_Name">
<English>ASh-12 (Black)</English>
<Japanese>ASh-12 (ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_desert_Name">
<English>ASh-12 (Desert)</English>
<Japanese>ASh-12 (砂漠迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_urban_Name">
<English>ASh-12 (Urban)</English>
<Japanese>ASh-12 (市街地迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_wood_Name">
<English>ASh-12 (Woodland)</English>
<Japanese>ASh-12 (森林迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_gl_blk_Name">
<English>ASh-12 GL (Black)</English>
<Japanese>ASh-12 GL (ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_gl_desert_Name">
<English>ASh-12 GL (Desert)</English>
<Japanese>ASh-12 GL (砂漠迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_gl_urban_Name">
<English>ASh-12 GL (Urban)</English>
<Japanese>ASh-12 GL (市街地迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_gl_wood_Name">
<English>ASh-12 GL (Woodland)</English>
<Japanese>ASh-12 GL (森林迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_lr_blk_Name">
<English>ASh-12 LR (Black)</English>
<Japanese>ASh-12 LR (ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_lr_desert_Name">
<English>ASh-12 LR (Desert)</English>
<Japanese>ASh-12 LR (砂漠迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_lr_urban_Name">
<English>ASh-12 LR (Urban)</English>
<Japanese>ASh-12 LR (市街地迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ash12_lr_wood_Name">
<English>ASh-12 LR (Woodland)</English>
<Japanese>ASh-12 LR (森林迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_heli_light_03_Name">
<English>AW159 Wildcat</English>
<Japanese>AW159 ワイルドキャット</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_heli_light_03_unarmed_Name">
<English>AW159 Wildcat (Unarmed)</English>
<Japanese>AW159 ワイルドキャット (非武装)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ec_01a_military_Name">
<English>H225M Super Cougar HADR</English>
<Japanese>H225M シュペル クーガー HADR</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ec_01_base_Name">
<English>H225M Super Cougar Transport</English>
<Japanese>H225M シュペル クーガー 輸送</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ec_01_Name">
<English>H225 Super Puma Transport</English>
<Japanese>H225 シュペル ピューマ 輸送</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ec_01a_Name">
<English>H225 Super Puma VIP</English>
<Japanese>H225 シュペル ピューマ VIP</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ec_02_Name">
<English>H225M Super Cougar SOCAT</English>
<Japanese>H225M シュペル クーガー SOCAT</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ec_03_Name">
<English>H225M Super Cougar CSAR</English>
<Japanese>H225M シュペル クーガー CSAR</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_ec_04_Name">
<English>H225 Super Puma SAR</English>
<Japanese>H225 シュペル ピューマ SAR</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_truck_03_water_Name">
<English>Typhoon Water</English>
<Japanese>タイフーン 給水</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_Name">
<English>Ram 1500</English>
<Japanese>ラム 1500</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_Fuel_Name">
<English>Ram 1500 (Fuel)</English>
<Japanese>ラム 1500 (燃料)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_service_Name">
<English>Ram 1500 (Services)</English>
<Japanese>ラム 1500 (サービス)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_repair_Name">
<English>Ram 1500 (Repair)</English>
<Japanese>ラム 1500 (修理)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_comms_Name">
<English>Ram 1500 (Comms)</English>
<Japanese>ラム 1500 (通信)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_hmg_Name">
<English>Ram 1500 (HMG)</English>
<Japanese>ラム 1500 (HMG)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_mmg_Name">
<English>Ram 1500 (MMG)</English>
<Japanese>ラム 1500 (MMG)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_mrl_Name">
<English>Ram 1500 (MRL)</English>
<Japanese>ラム 1500 (MRL)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_aa_Name">
<English>Ram 1500 (AA)</English>
<Japanese>ラム 1500 (対空)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_covered_Name">
<English>Ram 1500 (Covered)</English>
<Japanese>ラム 1500 (カバー)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_pickup_01_water_Name">
<English>Ram 1500 (Water)</English>
<Japanese>ラム 1500 (給水)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_commando_Name">
<English>RSG60</English>
<Japanese>RSG60</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_twinmortar_Name">
<English>AMOS</English>
<Japanese>AMOS</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_rc40_base_Name">
<English>Drone40</English>
<Japanese>ドローン40</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_rc40_Name">
<English>Drone40 Scout</English>
<Japanese>ドローン40 偵察型</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_rc40_he_Name">
<English>Drone40 HE</English>
<Japanese>ドローン40 榴弾</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_rc40_white_Name">
<English>Drone40 Smoke (White)</English>
<Japanese>ドローン40 発煙弾 (白)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_rc40_blue_Name">
<English>Drone40 Smoke (Blue)</English>
<Japanese>ドローン40 発煙弾 (青)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_rc40_red_Name">
<English>Drone40 Smoke (Red)</English>
<Japanese>ドローン40 発煙弾 (赤)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_rc40_green_Name">
<English>Drone40 Smoke (Green)</English>
<Japanese>ドローン40 発煙弾 (緑)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_RF_RealisticNames_rc40_orange_Name">
<English>Drone40 Smoke (Orange)</English>
<Japanese>ドローン40 発煙弾 (橙)</Japanese>
</Key>
</Package>
</Project>

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#include "script_component.hpp"
class CfgPatches {
class ADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"RF_Data_Loadorder"};
skipWhenMissingDependencies = 1;
author = ECSTRING(common,ACETeam);
authors[] = {"Mike"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};
#include "CfgWeapons.hpp"

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#define COMPONENT compat_rf
#define COMPONENT_BEAUTIFIED Reaction Forces Compatibility
#include "\z\ace\addons\main\script_mod.hpp"
#include "\z\ace\addons\main\script_macros.hpp"

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@ -219,6 +219,10 @@ class CfgAmmo {
EGVAR(frag,force) = 0;
};
class SmokeShell;
class rhs_ammo_rdg2_white: SmokeShell {
EGVAR(grenades,rollVectorDirAndUp)[] = {{0, 1, 0}, {0, 0, 1}};
};
class Sh_125mm_APFSDS;
class Sh_125mm_HE;

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@ -1,10 +0,0 @@
class CfgVehicles {
class RHS_Ural_Support_MSV_Base_01;
class RHS_Ural_Fuel_MSV_01: RHS_Ural_Support_MSV_Base_01 {
transportFuel = 0;
};
class rhs_kraz255b1_base;
class rhs_kraz255b1_fuel_base: rhs_kraz255b1_base {
transportFuel = 0;
};
};

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@ -18,4 +18,4 @@ class CfgPatches {
};
};
#include "CfgVehicles.hpp"
// ADDON kept for backward compatiblity

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@ -1,15 +0,0 @@
class CfgVehicles {
class rhsusf_M1078A1P2_B_M2_fmtv_usarmy;
class rhsusf_M1078A1R_SOV_M2_D_fmtv_socom: rhsusf_M1078A1P2_B_M2_fmtv_usarmy {
transportFuel = 0;
};
class rhsusf_M977A4_usarmy_wd;
class rhsusf_M978A4_usarmy_wd: rhsusf_M977A4_usarmy_wd {
transportFuel = 0;
};
class rhsusf_M978A4_BKIT_usarmy_wd: rhsusf_M977A4_usarmy_wd {
transportFuel = 0;
};
};

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@ -21,4 +21,3 @@ class CfgPatches {
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"

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@ -4,6 +4,13 @@ class vn_molotov_grenade_ammo: vn_grenadehand {
EGVAR(frag,enabled) = 0;
};
class vn_t67_grenade_ammo: vn_grenadehand {
EGVAR(grenades,rollVectorDirAndUp)[] = {{-1, 0, 0}, {0, 0, 1}};
};
class vn_chicom_grenade_ammo: vn_grenadehand {
EGVAR(grenades,rollVectorDirAndUp)[] = {{1, 0, 0}, {0, 0, 1}};
};
class SmokeShell;
class vn_m14_grenade_ammo: SmokeShell {
EGVAR(grenades,incendiary) = 1;

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@ -32,6 +32,16 @@ class Extended_InitPost_EventHandlers {
init = QUOTE((_this select 0) setMass 1e-12);
};
};
class Land_vn_canisterfuel_f {
class ADDON {
init = QUOTE(call (missionNamespace getVariable [ARR_2(QQEFUNC(refuel,makeJerryCan),{})]));
};
};
class Land_vn_fuelcan {
class ADDON {
init = QUOTE(call (missionNamespace getVariable [ARR_2(QQEFUNC(refuel,makeJerryCan),{})]));
};
};
class vn_bicycle_base {
class ADDON {
init = QUOTE(call FUNC(disableCookoff));

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@ -1,18 +1,19 @@
#define XEH_INHERITED class EventHandlers {class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};}
// fuel pumps
class Land_vn_commercial_base;
class Land_vn_fuelstation_01_pump_f: Land_vn_commercial_base {
transportFuel = 0;
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{0, 0.4, -0.5}, {0, -0.4, -0.5}};
EGVAR(refuel,fuelCargo) = REFUEL_INFINITE_FUEL;
};
class Land_vn_fuelstation_02_pump_f: Land_vn_commercial_base {
transportFuel = 0;
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{0, 0.4, -0.5}, {0, -0.4, -0.5}};
EGVAR(refuel,fuelCargo) = REFUEL_INFINITE_FUEL;
};
class Land_vn_fuelstation_feed_f: Land_vn_commercial_base {
transportFuel = 0;
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{0, 0.4, -0.5}, {0, -0.4, -0.5}};
EGVAR(refuel,fuelCargo) = REFUEL_INFINITE_FUEL;
};
@ -20,13 +21,47 @@ class Land_vn_fuelstation_feed_f: Land_vn_commercial_base {
// fuel objects
class Land_vn_building_b_base;
class Land_vn_usaf_fueltank_75_01: Land_vn_building_b_base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{0, -0.4, -0.5}};
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{-2.52, -2.2, -2.05}, {2.5, 0, -1.3}};
EGVAR(refuel,fuelCargo) = 2840; // 750 * 3.785
};
class Land_vn_b_prop_fuelbladder_01: Land_vn_usaf_fueltank_75_01 {
EGVAR(refuel,hooks)[] = {{-1.75, -6.7, -1}};
EGVAR(refuel,fuelCargo) = 3785; // 1000 * 3.785
};
class Land_vn_b_prop_fuelbladder_03: Land_vn_b_prop_fuelbladder_01 {
EGVAR(refuel,hooks)[] = {{-1.55, -6.5, -1}};
};
class Land_vn_building_industrial_base;
class Land_vn_fuel_tank_stairs: Land_vn_building_industrial_base {
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{0, 0.4, -1.3}, {0, -0.4, -1.3}};
EGVAR(refuel,fuelCargo) = 10000; // reference is B_Slingload_01_Fuel_F
};
class Land_vn_object_b_base;
class Land_vn_b_prop_fueldrum_01: Land_vn_object_b_base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{0, 0, 0.5}}; // reference is Land_FlexibleTank_01_F
XEH_INHERITED;
EGVAR(refuel,hooks)[] = {{0, 0, 0}};
EGVAR(refuel,fuelCargo) = 300; // reference is Land_FlexibleTank_01_F
};
class Land_vn_b_prop_fueldrum_02: Land_vn_b_prop_fueldrum_01 {
EGVAR(refuel,hooks)[] = {{0, -1.3, -0.15}, {2.3, 1.25, -0.15}};
EGVAR(refuel,fuelCargo) = 14100; // (23 + 24) * 300
};
class vn_b_ammobox_supply_07;
class vn_b_ammobox_supply_09: vn_b_ammobox_supply_07 { // just a pallet
XEH_INHERITED;
};
class vn_object_c_base_02;
class Land_vn_canisterfuel_f: vn_object_c_base_02 {
EGVAR(cargo,size) = 1;
EGVAR(cargo,canLoad) = 1;
EGVAR(cargo,noRename) = 1;
};
class Land_vn_object_c_base;
class Land_vn_fuelcan: Land_vn_object_c_base {
XEH_INHERITED;
EGVAR(cargo,size) = 1;
EGVAR(cargo,canLoad) = 1;
EGVAR(cargo,noRename) = 1;
};

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@ -5,7 +5,6 @@ class vn_wheeled_m54_base: vn_wheeled_truck_base {
};
class vn_wheeled_m54_cab_base;
class vn_wheeled_m54_fuel_base: vn_wheeled_m54_cab_base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-1.15, -2.3, 0.28}};
EGVAR(refuel,fuelCargo) = 4542;
};
@ -25,7 +24,6 @@ class vn_wheeled_z157_base: vn_wheeled_truck_base {
EGVAR(refuel,fuelCapacity) = 150;
};
class vn_wheeled_z157_fuel_base: vn_wheeled_z157_base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-1.36, -3.575, -0.4}};
EGVAR(refuel,fuelCargo) = 4000;
};

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@ -1,5 +1,4 @@
#include "script_component.hpp"
// ToDo: move refuel to subconfig
#include "\z\ace\addons\refuel\defines.hpp"
#include "\z\ace\addons\hearing\script_macros_hearingProtection.hpp"
@ -47,6 +46,8 @@ class CfgPatches {
};
};
class CBA_Extended_EventHandlers;
#include "ACE_CSW_Groups.hpp"
#include "ACE_Medical_Injuries.hpp"
#include "ACE_Triggers.hpp"

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@ -14,8 +14,10 @@
*
* Public: No
*/
params ["_trap"];
if (!(["ace_medical"] call EFUNC(common,isModLoaded))) exitWith {};
if !(GETEGVAR(medical,enabled,false)) exitWith {};
private _radius = getNumber (configOf _trap >> "indirectHitRange");
private _affectedUnits = _trap nearEntities ["CAManBase", _radius];

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@ -1,13 +1,11 @@
class CfgVehicles {
class SPE_Halftrack_base;
class SPE_US_M3_Halftrack_Fuel: SPE_Halftrack_base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-0.23,-2.58,-0.59}};
EGVAR(refuel,fuelCargo) = 2000;
};
class SPE_OpelBlitz_base;
class SPE_OpelBlitz_Fuel: SPE_OpelBlitz_base {
transportFuel = 0;
EGVAR(refuel,hooks)[] = {{-0.23,-2.58,-0.59}};
EGVAR(refuel,fuelCargo) = 2000;
};

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@ -37,6 +37,11 @@ class CfgWeapons {
ACE_twistDirection = 1;
};
class arifle_SLR_V_lxWS;
class arifle_SLR_Para_lxWS: arifle_SLR_V_lxWS {
ACE_barrelLength = 266.7;
};
// Velko R4/R5
class arifle_Velko_base_lxWS: arifle_Galat_base_lxWS {
ACE_barrelLength = 460;

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@ -0,0 +1,75 @@
class optic_Arco;
class optic_arco_hex_lxWS: optic_Arco {
displayName = SUBCSTRING(arco_hex_Name);
};
class optic_Holosight;
class optic_Holosight_snake_lxWS: optic_Holosight {
displayName = SUBCSTRING(holosight_snake_Name);
};
class optic_Holosight_smg;
class optic_Holosight_smg_snake_lxWS: optic_Holosight_smg {
displayName = SUBCSTRING(holosight_snake_smg_Name);
};
class optic_Hamr;
class optic_Hamr_arid_lxWS: optic_Hamr {
displayName = SUBCSTRING(hamr_arid_Name);
};
class optic_Hamr_lush_lxWS: optic_Hamr {
displayName = SUBCSTRING(hamr_lush_Name);
};
class optic_Hamr_sand_lxWS: optic_Hamr {
displayName = SUBCSTRING(hamr_sand_Name);
};
class optic_Hamr_snake_lxWS: optic_Hamr {
displayName = SUBCSTRING(hamr_snake_Name);
};
class ItemCore;
class optic_r1_high_lxWS: ItemCore {
displayName = SUBCSTRING(r1_high_black_Name);
};
class optic_r1_high_khaki_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_high_khaki_Name);
};
class optic_r1_high_sand_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_high_sand_Name);
};
class optic_r1_high_snake_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_high_snake_Name);
};
class optic_r1_high_arid_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_high_arid_Name);
};
class optic_r1_high_lush_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_high_lush_Name);
};
class optic_r1_high_black_sand_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_high_black_sand_Name);
};
class optic_r1_low_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_low_black_Name);
};
class optic_r1_low_khaki_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_low_khaki_Name);
};
class optic_r1_low_sand_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_low_sand_Name);
};
class optic_r1_low_snake_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_low_snake_Name);
};
class optic_r1_low_arid_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_low_arid_Name);
};
class optic_r1_low_lush_lxWS: optic_r1_high_lxWS {
displayName = SUBCSTRING(r1_low_lush_Name);
};
class optic_DMS;
class optic_DMS_snake_lxWS: optic_DMS {
displayName = SUBCSTRING(dms_snake_Name);
};

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@ -0,0 +1,60 @@
class CfgVehicles {
class APC_Wheeled_01_base_F;
class APC_Wheeled_01_atgm_base_lxWS: APC_Wheeled_01_base_F {
displayName = SUBCSTRING(apc_wheeled_01_atgm_Name);
};
class APC_Wheeled_01_command_base_lxWS: APC_Wheeled_01_base_F {
displayName = SUBCSTRING(apc_wheeled_01_command_Name);
};
class APC_Wheeled_01_mortar_base_lxWS: APC_Wheeled_01_base_F {
displayName = SUBCSTRING(apc_wheeled_01_mortar_Name);
};
class Truck_02_base_F;
class Truck_02_aa_base_lxWS: Truck_02_base_F {
displayName = SUBCSTRING(truck_02_aa_Name);
};
class Truck_02_cargo_base_lxWS: Truck_02_base_F {
displayName = SUBCSTRING(truck_02_cargo_Name);
};
class Truck_02_box_base_lxWS: Truck_02_base_F {
displayName = SUBCSTRING(truck_02_repair_Name);
};
class C_Truck_02_racing_lxWS: Truck_02_box_base_lxWS {
displayName = SUBCSTRING(truck_02_racing_Name);
};
class Truck_02_Ammo_base_lxWS: Truck_02_base_F {
displayName = SUBCSTRING(truck_02_ammo_Name);
};
class Truck_02_flatbed_base_lxWS: Truck_02_cargo_base_lxWS {
displayName = SUBCSTRING(truck_02_flatbed_Name);
};
class Heli_Transport_02_base_F;
class B_UN_Heli_Transport_02_lxWS: Heli_Transport_02_base_F {
displayName = SUBCSTRING(heli_transport_02_Name);
};
class O_APC_Tracked_02_cannon_F;
class O_APC_Tracked_02_30mm_lxWS: O_APC_Tracked_02_cannon_F {
displayName = SUBCSTRING(apc_tracked_02_Name);
};
class APC_Wheeled_02_base_v2_F;
class APC_Wheeled_02_hmg_base_lxws: APC_Wheeled_02_base_v2_F {
displayName = SUBCSTRING(apc_wheeled_02_hmg_Name);
};
class APC_Wheeled_02_unarmed_base_lxws: APC_Wheeled_02_base_v2_F {
displayName = SUBCSTRING(apc_wheeled_02_unarmed_Name);
};
class O_Heli_Light_02_dynamicLoadout_F;
class B_ION_Heli_Light_02_dynamicLoadout_lxWS: O_Heli_Light_02_dynamicLoadout_F {
displayName = SUBCSTRING(heli_light_02_armed_Name);
};
class O_Heli_Light_02_unarmed_F;
class B_ION_Heli_Light_02_unarmed_lxWS: O_Heli_Light_02_unarmed_F {
displayName = SUBCSTRING(heli_light_02_unarmed_Name);
};
};

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@ -1,4 +1,6 @@
class CfgWeapons {
#include "Attachments.hpp"
// AA12
class sgun_aa40_base_lxWS;
class sgun_aa40_lxWS: sgun_aa40_base_lxWS {
@ -99,6 +101,12 @@ class CfgWeapons {
class arifle_SLR_V_camo_lxWS: arifle_SLR_V_lxWS {
displayName = SUBCSTRING(SLR_Camo_Name);
};
class arifle_SLR_Para_lxWS: arifle_SLR_V_lxWS {
displayName = SUBCSTRING(SLR_Para_Name);
};
class arifle_SLR_Para_snake_lxWS: arifle_SLR_Para_lxWS {
displayName = SUBCSTRING(SLR_Para_Snake_Name);
};
// Vektor R4/R5
class arifle_Velko_base_lxWS;
@ -156,4 +164,16 @@ class CfgWeapons {
class arifle_XMS_M_Sand_lxWS: arifle_XMS_M_lxWS {
displayName = SUBCSTRING(XMS_SW_Sand_Name);
};
// GM6 Lynx
class srifle_GM6_F;
class srifle_GM6_snake_lxWS: srifle_GM6_F {
displayName = SUBCSTRING(gm6_snake_Name);
};
// RPG-32
class launch_RPG32_F;
class launch_RPG32_tan_lxWS: launch_RPG32_F {
displayName = SUBCSTRING(rpg32_tan_Name);
};
};

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@ -19,3 +19,4 @@ class CfgPatches {
};
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"

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@ -9,6 +9,7 @@
<Japanese>AA12</Japanese>
<Russian>AA12</Russian>
<French>AA12</French>
<Spanish>AA12</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_AA40_Tan_Name">
<English>AA12 (Sand)</English>
@ -18,14 +19,16 @@
<Japanese>AA12 (サンド)</Japanese>
<Russian>AA12 (Песочный)</Russian>
<French>AA12 (Sable)</French>
<Spanish>AA12 (Arena)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_AA40_Snake_Name">
<English>AA12 (Snake)</English>
<Korean>AA-12 (뱀 위장)</Korean>
<German>AA12 (Schlange)</German>
<Italian>AA12 (Serpe)</Italian>
<Japanese>AA12 (ヘビ柄)</Japanese>
<Japanese>AA12 (ヘビ柄迷彩)</Japanese>
<Russian>AA12 (Змея)</Russian>
<Spanish>AA12 (Serpiente)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_Galat_Name">
<English>Galil ARM</English>
@ -35,15 +38,17 @@
<Japanese>ガリル ARM</Japanese>
<Russian>Galil ARM</Russian>
<French>Galil ARM</French>
<Spanish>Galil ARM</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_Galat_Old_Name">
<English>Galil ARM (Old)</English>
<Korean>갈릴 ARM (낡음)</Korean>
<German>Galil ARM (Alt)</German>
<Italian>Galil ARM (Vecchio)</Italian>
<Japanese>ガリル ARM (使い古し)</Japanese>
<Japanese>ガリル ARM (古びた)</Japanese>
<Russian>Galil ARM (Старый)</Russian>
<French>Galil ARM (Ancien)</French>
<Spanish>Galil ARM (Vieja)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_GLX_Name">
<English>GLX 160</English>
@ -53,14 +58,16 @@
<Japanese>GLX 160</Japanese>
<Russian>GLX 160</Russian>
<French>GLX 160</French>
<Spanish>GLX 160</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_GLX_Snake_Name">
<English>GLX 160 (Snake)</English>
<Korean>GLX-160 (뱀 위장)</Korean>
<German>GLX 160 (Schlange)</German>
<Italian>GLX-160 (Serpe)</Italian>
<Japanese>GLX 160 (ヘビ柄)</Japanese>
<Japanese>GLX 160 (ヘビ柄迷彩)</Japanese>
<Russian>GLX 160 (Змея)</Russian>
<Spanish>GLX 160 (Serpiente)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_GLX_Hex_Name">
<English>GLX 160 (Hex)</English>
@ -70,6 +77,7 @@
<Japanese>GLX 160 (六角形迷彩)</Japanese>
<Russian>GLX 160 (Гекс)</Russian>
<French>GLX 160 (Hex)</French>
<Spanish>GLX 160 (Hex)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_GLX_GreenHex_Name">
<English>GLX 160 (Green Hex)</English>
@ -79,15 +87,17 @@
<Japanese>GLX 160 (緑六角形迷彩)</Japanese>
<Russian>GLX 160 (Зеленый Гекс)</Russian>
<French>GLX 160 (Vert Hex)</French>
<Spanish>GLX 160 (Hex Verde)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_GLX_Camo_Name">
<English>GLX 160 (Camo)</English>
<Korean>GLX-160 (위장)</Korean>
<German>GLX 160 (Tarn)</German>
<Italian>GLX-160 (Mimetica)</Italian>
<Japanese>GLX 160 (迷彩)</Japanese>
<Japanese>GLX 160 (AAF迷彩)</Japanese>
<Russian>GLX 160 (Камуфляж)</Russian>
<French>GLX 160 (Camo)</French>
<Spanish>GLX 160 (Camo)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_GLX_Tan_Name">
<English>GLX 160 (Sand)</English>
@ -97,6 +107,7 @@
<Japanese>GLX 160 (サンド)</Japanese>
<Russian>GLX 160 (Песочный)</Russian>
<French>GLX 160 (Sable)</French>
<Spanish>GLX 160 (Arena)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_EBR_Black_Name">
<English>Mk14 Mod 1 EBR (Black)</English>
@ -106,14 +117,16 @@
<Japanese>Mk14 Mod 1 EBR (ブラック)</Japanese>
<Russian>Mk14 Mod 1 EBR (Черный)</Russian>
<French>Mk14 Mod 1 EBR (Noir)</French>
<Spanish>Mk14 Mod 1 EBR (Negra)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_EBR_Snake_Name">
<English>Mk14 Mod 1 EBR (Snake)</English>
<Korean>Mk.14 Mod 1 EBR (뱀 위장)</Korean>
<German>Mk14 Mod 1 EBR (Schlange)</German>
<Italian>Mk14 Mod 1 EBR (Serpe)</Italian>
<Japanese>Mk14 Mod 1 EBR (ヘビ柄)</Japanese>
<Japanese>Mk14 Mod 1 EBR (ヘビ柄迷彩)</Japanese>
<Russian>Mk14 Mod 1 EBR (Змея)</Russian>
<Spanish>Mk14 Mod 1 EBR (Serpiente)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_S77_Name">
<English>Vektor SS-77</English>
@ -122,15 +135,17 @@
<Japanese>ヴェクター SS-77</Japanese>
<Russian>Vektor SS-77</Russian>
<French>Vektor SS-77</French>
<Spanish>Vektor SS-77</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_S77_AAF_Name">
<English>Vektor SS-77 (Camo)</English>
<Korean>벡터 SS-77 (위장)</Korean>
<German>Vektor SS-77 (Tarn)</German>
<Italian>Vektor SS-77 (Mimetica)</Italian>
<Japanese>ヴェクター SS-77 (迷彩)</Japanese>
<Japanese>ヴェクター SS-77 (AAF迷彩)</Japanese>
<Russian>Vektor SS-77 (Камуфляж)</Russian>
<French>Vektor SS-77 (Camo)</French>
<Spanish>Vektor SS-77 (Camo)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_S77_Hex_Name">
<English>Vektor SS-77 (Hex)</English>
@ -140,6 +155,7 @@
<Japanese>ヴェクター SS-77 (六角形迷彩)</Japanese>
<Russian>Vektor SS-77 (гекс)</Russian>
<French>Vektor SS-77 (Hex)</French>
<Spanish>Vektor SS-77 (Hex)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_S77_GreenHex_Name">
<English>Vektor SS-77 (Green Hex)</English>
@ -149,6 +165,7 @@
<Japanese>ヴェクター SS-77 (緑六角形迷彩)</Japanese>
<Russian>Vektor SS-77 (зеленый гекс)</Russian>
<French>Vektor SS-77 (VertHex)</French>
<Spanish>Vektor SS-77 (Hex Verde)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_S77_Desert_Name">
<English>Vektor SS-77 (Desert)</English>
@ -158,6 +175,7 @@
<Japanese>ヴェクター SS-77 (砂漠迷彩)</Japanese>
<Russian>Vektor SS-77 (песочныйt)</Russian>
<French>Vektor SS-77 (Désert)</French>
<Spanish>Vektor SS-77 (Desierto)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_S77_Compact_Name">
<English>Vektor SS-77 Compact</English>
@ -167,32 +185,36 @@
<Japanese>ヴェクター SS-77 コンパクト</Japanese>
<Russian>Vektor SS-77 Compact</Russian>
<French>Vektor SS-77 Compacte</French>
<Spanish>Vektor SS-77 Compacta</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_S77_Compact_Snake_Name">
<English>Vektor SS-77 Compact (Snake)</English>
<Korean>벡터 SS-77 단축형 (뱀 위장)</Korean>
<German>Vektor SS-77 Compact (Schlange)</German>
<Italian>Vektor SS-77 Compatto (Serpe)</Italian>
<Japanese>ヴェクター SS-77 コンパクト (ヘビ柄)</Japanese>
<Japanese>ヴェクター SS-77 コンパクト (ヘビ柄迷彩)</Japanese>
<Russian>Vektor SS-77 Compact (змея)</Russian>
<Spanish>Vektor SS-77 Compacta (Serpiente)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_SLR_Wood_Name">
<English>FN FAL 50.00 (Wood)</English>
<Korean>FN FAL 50.00 (목재)</Korean>
<German>FN FAL 50.00 (Holz)</German>
<Italian>FN FAL 50.00 (Legno)</Italian>
<Japanese>FN FAL 50.00 (森林迷彩)</Japanese>
<Japanese>FN FAL 50.00 (木製)</Japanese>
<Russian>FN FAL 50.00 (лесной)</Russian>
<French>FN FAL 50.00 (Bois)</French>
<Spanish>FN FAL 50.00 (Madera)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_SLR_GL_Wood_Name">
<English>FN FAL 50.00 GL (Wood)</English>
<Korean>FN FAL 50.00 GL (목재)</Korean>
<German>FN FAL 50.00 GL (Holz)</German>
<Italian>FN FAL 50.00 GL (Legno)</Italian>
<Japanese>FN FAL 50.00 GL (森林迷彩)</Japanese>
<Japanese>FN FAL 50.00 GL (木製)</Japanese>
<Russian>FN FAL 50.00 GL (лесной)</Russian>
<French>FN FAL 50.00 GL (Bois)</French>
<Spanish>FN FAL 50.00 GL (Madera)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_SLR_Name">
<English>FN FAL 50.00</English>
@ -202,6 +224,7 @@
<Japanese>FN FAL 50.00</Japanese>
<Russian>FN FAL 50.00</Russian>
<French>FN FAL 50.00</French>
<Spanish>FN FAL 50.00</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_SLR_GL_Name">
<English>FN FAL 50.00 GL</English>
@ -211,6 +234,7 @@
<Japanese>FN FAL 50.00 GL</Japanese>
<Russian>FN FAL 50.00 GL</Russian>
<French>FN FAL 50.00 GL</French>
<Spanish>FN FAL 50.00 GL</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_SLR_Desert_Name">
<English>FN FAL 50.00 (Desert)</English>
@ -220,6 +244,7 @@
<Japanese>FN FAL 50.00 (砂漠迷彩)</Japanese>
<Russian>FN FAL 50.00 (песочный)</Russian>
<French>FN FAL 50.00 (Désert)</French>
<Spanish>FN FAL 50.00 (Desierto)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_SLR_Camo_Name">
<English>FN FAL 50.00 (Jungle)</English>
@ -229,15 +254,25 @@
<Japanese>FN FAL 50.00 (熱帯迷彩)</Japanese>
<Russian>FN FAL 50.00 (джунгли)</Russian>
<French>FN FAL 50.00 (Jungle)</French>
<Spanish>FN FAL 50.00 (Jungla)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_SLR_Para_Name">
<English>FN FAL OSW Para</English>
<Japanese>FN FAL OSW パラ</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_SLR_Para_Snake_Name">
<English>FN FAL OSW Para (Snake)</English>
<Japanese>FN FAL OSW パラ (ヘビ柄迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_Velko_R4_Name">
<English>Vektor R4</English>
<Korean>벡터 R4</Korean>
<German>Vektor R4</German>
<Italian>Vektor R4</Italian>
<Japanese>ヴェクター R5</Japanese>
<Japanese>ヴェクター R4</Japanese>
<Russian>Vektor R4</Russian>
<French>Vektor R4</French>
<Spanish>Vektor R4</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_Velko_R5_Name">
<English>Vektor R5 Carbine</English>
@ -247,6 +282,7 @@
<Japanese>ヴェクター R5 カービン</Japanese>
<Russian>Vektor R5 Carbine</Russian>
<French>Vektor R5 Carbine</French>
<Spanish>Vektor R5 Carabina</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_Velko_R5_GL_Name">
<English>Vektor R5 Carbine GL</English>
@ -256,22 +292,25 @@
<Japanese>ヴェクター R5 カービン GL</Japanese>
<Russian>Vektor R5 Carbine GL</Russian>
<French>Vektor R5 Carbine GL</French>
<Spanish>Vektor R5 Carabina GL</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_Velko_R5_Snake_Name">
<English>Vektor R5 Carbine (Snake)</English>
<Korean>벡터 R5 카빈 (뱀 위장)</Korean>
<German>Vektor R5 Carbine (Schlange)</German>
<Italian>Vektor R5 Carabina (Serpe)</Italian>
<Japanese>ヴェクター R5 カービン (ヘビ柄)</Japanese>
<Japanese>ヴェクター R5 カービン (ヘビ柄迷彩)</Japanese>
<Russian>Vektor R5 Carbine (Змея)</Russian>
<Spanish>Vektor R5 Carabina (Serpiente)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_Velko_R5_GL_Snake_Name">
<English>Vektor R5 Carbine GL (Snake)</English>
<Korean>벡터 R5 카빈 GL (뱀 위장)</Korean>
<German>Vektor R5 Carbine GL (Schlange)</German>
<Italian>Vektor R5 Carabina GL (Serpe)</Italian>
<Japanese>ヴェクター R5 カービン GL (ヘビ柄)</Japanese>
<Japanese>ヴェクター R5 カービン GL (ヘビ柄迷彩)</Japanese>
<Russian>Vektor R5 Carbine GL (Змея)</Russian>
<Spanish>Vektor R5 Carabina GL (Serpiente)</Spanish>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_XMS_Name">
<English>XMS</English>
@ -417,5 +456,157 @@
<Korean>XMS SW (모래)</Korean>
<Japanese>XMS SW (サンド)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_gm6_snake_Name">
<English>GM6 Lynx (Snake)</English>
<Japanese>GM6 リンクス (ヘビ柄迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_rpg32_tan_Name">
<English>RPG-32 (Sand)</English>
<Japanese>RPG-32 (サンド)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_arco_hex_Name">
<English>ELCAN SpecterOS (Hex)</English>
<Japanese>ELCAN SpecterOS (六角形迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_holosight_snake_Name">
<English>EOTech XPS3 (Snake)</English>
<Japanese>EOTech XPS3 (ヘビ柄迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_holosight_snake_smg_Name">
<English>EOTech XPS3 SMG (Snake)</English>
<Japanese>EOTech XPS3 SMG (ヘビ柄迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_hamr_arid_Name">
<English>Leupold Mark 4 HAMR (Arid)</English>
<Japanese>Leupold Mark 4 HAMR (乾燥地帯迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_hamr_lush_Name">
<English>Leupold Mark 4 HAMR (Lush)</English>
<Japanese>Leupold Mark 4 HAMR (緑地迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_hamr_sand_Name">
<English>Leupold Mark 4 HAMR (Sand)</English>
<Japanese>Leupold Mark 4 HAMR (サンド)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_hamr_snake_Name">
<English>Leupold Mark 4 HAMR (Snake)</English>
<Japanese>Leupold Mark 4 HAMR (ヘビ柄迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_high_black_Name">
<English>Aimpoint Micro R-1 (High, Black)</English>
<Japanese>Aimpoint マイクロ R-1 (ハイマウント、ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_high_khaki_Name">
<English>Aimpoint Micro R-1 (High, Khaki)</English>
<Japanese>Aimpoint マイクロ R-1 (ハイマウント、カーキ)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_high_sand_Name">
<English>Aimpoint Micro R-1 (High, Sand)</English>
<Japanese>Aimpoint マイクロ R-1 (ハイマウント、サンド)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_high_snake_Name">
<English>Aimpoint Micro R-1 (High, Snake)</English>
<Japanese>Aimpoint マイクロ R-1 (ハイマウント、ヘビ柄迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_high_arid_Name">
<English>Aimpoint Micro R-1 (High, Arid)</English>
<Japanese>Aimpoint マイクロ R-1 (ハイマウント、乾燥地帯迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_high_lush_Name">
<English>Aimpoint Micro R-1 (High, Lush)</English>
<Japanese>Aimpoint マイクロ R-1 (ハイマウント、緑地迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_high_black_sand_Name">
<English>Aimpoint Micro R-1 (High, Black/Sand)</English>
<Japanese>Aimpoint マイクロ R-1 (ハイマウント、ブラック/サンド)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_low_black_Name">
<English>Aimpoint Micro R-1 (Low, Black)</English>
<Japanese>Aimpoint マイクロ R-1 (ローマウント、ブラック)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_low_khaki_Name">
<English>Aimpoint Micro R-1 (Low, Khaki)</English>
<Japanese>Aimpoint マイクロ R-1 (ローマウント、カーキ)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_low_sand_Name">
<English>Aimpoint Micro R-1 (Low, Sand)</English>
<Japanese>Aimpoint マイクロ R-1 (ローマウント、サンド)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_low_snake_Name">
<English>Aimpoint Micro R-1 (Low, Snake)</English>
<Japanese>Aimpoint マイクロ R-1 (ローマウント、ヘビ柄迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_low_arid_Name">
<English>Aimpoint Micro R-1 (Low, Arid)</English>
<Japanese>Aimpoint マイクロ R-1 (ローマウント、乾燥地帯迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_r1_low_lush_Name">
<English>Aimpoint Micro R-1 (Low, Lush)</English>
<Japanese>Aimpoint マイクロ R-1 (ローマウント、緑地迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_dms_snake_Name">
<English>Burris XTR II (Snake)</English>
<Japanese>Burris XTR II (ヘビ柄迷彩)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_apc_wheeled_01_atgm_Name">
<English>Badger IFV (ATGM)</English>
<Japanese>バジャー IFV (ATGM)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_apc_wheeled_01_command_Name">
<English>Badger IFV (Command)</English>
<Japanese>バジャー IFV (指揮)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_apc_wheeled_01_mortar_Name">
<English>Badger IFV (Mortar)</English>
<Japanese>バジャー IFV (迫撃砲)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_truck_02_aa_Name">
<English>KamAZ (Zu-23-2)</English>
<Japanese>KamAZ (Zu-23-2)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_truck_02_cargo_Name">
<English>KamAZ Cargo</English>
<Japanese>KamAZ 貨物</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_truck_02_repair_Name">
<English>KamAZ Repair</English>
<Japanese>KamAZ 修理</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_truck_02_racing_Name">
<English>KamAZ Racing</English>
<Japanese>KamAZ レース仕様</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_truck_02_ammo_Name">
<English>KamAZ Ammo</English>
<Japanese>KamAZ 弾薬</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_truck_02_flatbed_Name">
<English>KamAZ Flatbed</English>
<Japanese>KamAZ フラットベッド</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_heli_transport_02_Name">
<English>AW101 Merlin</English>
<Japanese>AW101 マーリン</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_apc_tracked_02_Name">
<English>BM-2T Stalker (Bumerang-BM)</English>
<Japanese>BM-2T ストーカー (ブーメランク-BM)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_apc_wheeled_02_hmg_Name">
<English>Otokar ARMA (HMG)</English>
<Japanese>オトカ アルマ (HMG)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_apc_wheeled_02_unarmed_Name">
<English>Otokar ARMA (Unarmed)</English>
<Japanese>オトカ アルマ (非武装)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_heli_light_02_armed_Name">
<English>Ka-60 Kasatka (UP)</English>
<Japanese>Ka-60 カサートカ (UP)</Japanese>
</Key>
<Key ID="STR_ACE_Compat_WS_RealisticNames_heli_light_02_unarmed_Name">
<English>Ka-60 Kasatka (UP, Unarmed)</English>
<Japanese>Ka-60 カサートカ (UP、非武装)</Japanese>
</Key>
</Package>
</Project>

View File

@ -22,7 +22,7 @@
params ["_wire", "", "_damage", "_source", ""];
if (_damage < 0.5) exitWith { 0 };
if (!(isNull _source)) then {
if (!isNull _source) then {
_wire setVariable [QGVAR(lastDamager), _source];
};

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