mirror of
https://github.com/acemod/ACE3.git
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159 lines
6.5 KiB
C++
159 lines
6.5 KiB
C++
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class CfgVehicles {
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class Man;
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class CAManBase: Man {
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// Delete base game sounds.
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// These are never played for ai and remote players.
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#ifdef DISABLE_VANILLA_SCREAMS
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class SoundHitScream {
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person1[] = {{"Male08ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person2[] = {{"Male06ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person3[] = {{"Male09ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person4[] = {{"Male07ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person5[] = {{"Male03GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person6[] = {{"Male02ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person7[] = {{"Male01ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person8[] = {{"Male01GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person9[] = {{"Male02ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person10[] = {{"Male02GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person11[] = {{"Male03ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person12[] = {{"Male03ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person13[] = {{"Male04ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person14[] = {{"Male05GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person15[] = {{"Male06GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person16[] = {{"Male04GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person17[] = {{"Male05ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person18[] = {{"Male05ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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};
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#endif
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#ifdef DISABLE_VANILLA_MOANS
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class SoundInjured {
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person_moan1[] = {{"Male08ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan2[] = {{"Male06ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan3[] = {{"Male09ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan4[] = {{"Male07ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan5[] = {{"Male03GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan6[] = {{"Male02ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan7[] = {{"Male01ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan8[] = {{"Male01GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan9[] = {{"Male02ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan10[] = {{"Male02GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan11[] = {{"Male03ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan12[] = {{"Male03ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan13[] = {{"Male04ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan14[] = {{"Male05GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan15[] = {{"Male06GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan16[] = {{"Male04GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan17[] = {{"Male05ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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person_moan18[] = {{"Male05ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}};
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};
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#endif
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// Can't overwrite these with empty sounds -> CTD
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// Assume lock up if sound duration is 0 seconds.
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// We mute the sounds instead
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#ifdef DISABLE_VANILLA_HEARTBEAT
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class PulsationSound {
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sample0[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_1",0,0.7},1}}};
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sample1[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_3",0,0.7},1}}};
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sample2[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_4",0,0.7},1}}};
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sample3[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_5",0,0.7},1}}};
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};
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#endif
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// General
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class HitPoints {
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ADD_ACE_HITPOINTS(1,1);
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};
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};
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// BluFor
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class B_Soldier_base_F;
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class B_Soldier_04_f: B_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(2,2);
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};
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};
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class B_Soldier_05_f: B_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(2,2);
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};
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};
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// Indep
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class I_Soldier_base_F;
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class I_Soldier_03_F: I_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(2,2);
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};
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};
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class I_Soldier_04_F: I_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(2,2);
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};
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};
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// OpFor
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class SoldierEB;
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class O_Soldier_base_F: SoldierEB {
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class HitPoints {
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ADD_ACE_HITPOINTS(2,2);
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};
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};
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class O_Soldier_02_F: O_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(2,2);
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};
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};
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class O_officer_F: O_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(1,2);
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};
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};
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class O_Soldier_diver_base_F: O_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(1,1);
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};
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};
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// Virtual Reality
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class B_Soldier_VR_F: B_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(1,1);
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};
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};
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class O_Soldier_VR_F: O_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(1,1);
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};
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};
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class I_Soldier_VR_F: I_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(1,1);
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};
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};
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// Civilians
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class C_man_1;
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class C_Soldier_VR_F: C_man_1 {
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class HitPoints {
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ADD_ACE_HITPOINTS(1,1);
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};
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};
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class O_Protagonist_VR_F: O_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(1,1);
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};
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};
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// APEX
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class O_V_Soldier_Viper_F: O_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(3,3);
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};
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};
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class O_V_Soldier_base_F: O_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(3,3);
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};
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};
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};
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