ACE3/addons/medical_engine/CfgVehicles.hpp

159 lines
6.5 KiB
C++

class CfgVehicles {
class Man;
class CAManBase: Man {
// Delete base game sounds.
// These are never played for ai and remote players.
#ifdef DISABLE_VANILLA_SCREAMS
class SoundHitScream {
person1[] = {{"Male08ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person2[] = {{"Male06ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person3[] = {{"Male09ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person4[] = {{"Male07ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person5[] = {{"Male03GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person6[] = {{"Male02ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person7[] = {{"Male01ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person8[] = {{"Male01GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person9[] = {{"Male02ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person10[] = {{"Male02GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person11[] = {{"Male03ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person12[] = {{"Male03ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person13[] = {{"Male04ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person14[] = {{"Male05GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person15[] = {{"Male06GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person16[] = {{"Male04GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person17[] = {{"Male05ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person18[] = {{"Male05ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
};
#endif
#ifdef DISABLE_VANILLA_MOANS
class SoundInjured {
person_moan1[] = {{"Male08ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan2[] = {{"Male06ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan3[] = {{"Male09ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan4[] = {{"Male07ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan5[] = {{"Male03GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan6[] = {{"Male02ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan7[] = {{"Male01ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan8[] = {{"Male01GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan9[] = {{"Male02ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan10[] = {{"Male02GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan11[] = {{"Male03ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan12[] = {{"Male03ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan13[] = {{"Male04ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan14[] = {{"Male05GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan15[] = {{"Male06GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan16[] = {{"Male04GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan17[] = {{"Male05ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
person_moan18[] = {{"Male05ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
};
#endif
// Can't overwrite these with empty sounds -> CTD
// Assume lock up if sound duration is 0 seconds.
// We mute the sounds instead
#ifdef DISABLE_VANILLA_HEARTBEAT
class PulsationSound {
sample0[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_1",0,0.7},1}}};
sample1[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_3",0,0.7},1}}};
sample2[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_4",0,0.7},1}}};
sample3[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_5",0,0.7},1}}};
};
#endif
// General
class HitPoints {
ADD_ACE_HITPOINTS(1,1);
};
};
// BluFor
class B_Soldier_base_F;
class B_Soldier_04_f: B_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(2,2);
};
};
class B_Soldier_05_f: B_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(2,2);
};
};
// Indep
class I_Soldier_base_F;
class I_Soldier_03_F: I_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(2,2);
};
};
class I_Soldier_04_F: I_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(2,2);
};
};
// OpFor
class SoldierEB;
class O_Soldier_base_F: SoldierEB {
class HitPoints {
ADD_ACE_HITPOINTS(2,2);
};
};
class O_Soldier_02_F: O_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(2,2);
};
};
class O_officer_F: O_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(1,2);
};
};
class O_Soldier_diver_base_F: O_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(1,1);
};
};
// Virtual Reality
class B_Soldier_VR_F: B_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(1,1);
};
};
class O_Soldier_VR_F: O_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(1,1);
};
};
class I_Soldier_VR_F: I_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(1,1);
};
};
// Civilians
class C_man_1;
class C_Soldier_VR_F: C_man_1 {
class HitPoints {
ADD_ACE_HITPOINTS(1,1);
};
};
class O_Protagonist_VR_F: O_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(1,1);
};
};
// APEX
class O_V_Soldier_Viper_F: O_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(3,3);
};
};
class O_V_Soldier_base_F: O_Soldier_base_F {
class HitPoints {
ADD_ACE_HITPOINTS(3,3);
};
};
};