ACE3/addons/frag/CfgAmmo.hpp
ulteq 1fc044dfa9 Cleanup++:
*Moved GVAR(enabled) into ACE_Settings.hpp
*Replaced BIS_fnc_magnitude with vectorMagnitude
*Renamed Nou_GBU12
*Added G_40mm_HE config data
2015-04-26 23:14:54 +02:00

394 lines
21 KiB
C++

#define BASE_DRAG -0.01
#define HD_MULT 5
#define BASE_DRAG_HD (BASE_DRAG*HD_MULT)
class CfgAmmo {
//class ace_arty_105mm_m1_m782_time;
//class ace_arty_105mm_m1_m782_prox: ace_arty_105mm_m1_m782_time {};
//class ace_arty_105mm_m1_m782_delay: ace_arty_105mm_m1_m782_prox {
// GVAR(skip) = 1;
//};
class Bo_GBU12_LGB;
class ACE_GBU12 : Bo_GBU12_LGB {
GVAR(classes)[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"};
GVAR(metal) = 140000;
GVAR(charge) = 87000;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
sideAirFriction = 0.04;
airFriction = 0.04;
laserLock = 0;
};
class GrenadeBase;
class Grenade;
class GrenadeHand: Grenade {
GVAR(skip) = 0;
GVAR(force) = 1;
// This is a good high-drag frag type for grenades.
GVAR(classes)[] = {"ACE_frag_tiny_HD"};
/*
These values are based on the M67 Grenade, should be tweaked for
individual grenades.
*/
GVAR(metal) = 210; // metal in grams
GVAR(charge) = 185; // explosive in grams
GVAR(gurney_c) = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations
GVAR(gurney_k) = 3/5; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations
};
class GrenadeHand_stone: GrenadeHand {
GVAR(skip) = 1;
};
class SmokeShell: GrenadeHand {
GVAR(skip) = 1;
};
class RocketBase;
//class R_Hydra_HE: RocketBase {
// GVAR(skip) = 1;
//};
//class R_57mm_HE: RocketBase {
// GVAR(skip) = 1;
//};
class R_80mm_HE: RocketBase {
GVAR(skip) = 1;
};
//class R_S8T_AT: RocketBase {
// GVAR(skip) = 1;
//};
class BombCore;
class Bo_Mk82: BombCore {
GVAR(classes)[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"};
GVAR(metal) = 140000;
GVAR(charge) = 87000;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
};
class G_40mm_HE: GrenadeBase {
GVAR(classes)[] = {"ACE_frag_tiny_HD"};
GVAR(metal) = 200;
GVAR(charge) = 45;
GVAR(gurney_c) = 2830;
GVAR(gurney_k) = 3/5;
};
class ACE_G_40mm_HEDP: G_40mm_HE {
GVAR(classes)[] = {"ACE_frag_tiny_HD"};
GVAR(metal) = 200;
GVAR(charge) = 45;
GVAR(gurney_c) = 2830;
GVAR(gurney_k) = 3/5;
};
class ACE_G_40mm_HE: ACE_G_40mm_HEDP {
GVAR(classes)[] = {"ACE_frag_tiny_HD"};
GVAR(metal) = 200;
GVAR(charge) = 32;
GVAR(gurney_c) = 2700;
GVAR(gurney_k) = 3/5;
};
class ACE_G_40mm_Practice: ACE_G_40mm_HE {
GVAR(skip) = 1;
};
class ACE_G40mm_HE_VOG25P: G_40mm_HE {
GVAR(skip) = 0;
GVAR(force) = 1;
};
// curator ammo entries
class Sh_82mm_AMOS;
class ModuleOrdnanceMortar_F_Ammo: Sh_82mm_AMOS {
GVAR(classes)[] = {"ACE_frag_medium", "ACE_frag_medium_HD"};
GVAR(metal) = 800;
GVAR(charge) = 4200;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
};
class Sh_155mm_AMOS;
class ModuleOrdnanceHowitzer_F_ammo: Sh_155mm_AMOS {
GVAR(classes)[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"};
GVAR(metal) = 1950;
GVAR(charge) = 15800;
GVAR(gurney_c) = 2320;
GVAR(gurney_k) = 1/2;
};
//class R_230mm_HE;
//class ModuleOrdnanceRocket_F_ammo: R_230mm_HE {
//};
//class R_230mm_fly;
//class ModuleOrdnanceRocket_F_subammo: R_230mm_fly {
//};
// end of curator ammo entries
//class R_SMAW_HEDP;
//class R_MEEWS_HEDP : R_SMAW_HEDP {
// GVAR(force) = 1;
// GVAR(multiplier) = 1.2;
//};
//class MissileBase;
//class M_Hellfire_AT: MissileBase {
// GVAR(force) = 1;
// GVAR(multiplier) = 1.75;
//};
/*
class B_762x51_Ball;
class ACE_frag_base: B_762x51_Ball { ////TODO: B_762x45_Ball no longer exists, is this a valid replacement?
model = "\A3\Weapons_f\ammo\shell";
timeToLive = 12;
typicalSpeed = 800;
// Fix sounds
effectFly = "AmmoClassic";
soundDefault1[] = {"A3\sounds_f\weapons\hits\concrete_1.wav",0.158114,1,30};
soundDefault2[] = {"A3\sounds_f\weapons\hits\concrete_2.wav",0.158114,1,30};
soundDefault3[] = {"A3\sounds_f\weapons\hits\concrete_3.wav",0.158114,1,30};
soundDefault4[] = {"A3\sounds_f\weapons\hits\concrete_4.wav",0.158114,1,30};
soundDefault5[] = {"A3\sounds_f\weapons\hits\concrete_5.wav",0.158114,1,30};
soundDefault6[] = {"A3\sounds_f\weapons\hits\concrete_6.wav",0.158114,1,30};
soundDefault7[] = {"A3\sounds_f\weapons\hits\concrete_7.wav",0.158114,1,30};
soundDefault8[] = {"A3\sounds_f\weapons\hits\concrete_8.wav",0.158114,1,30};
soundGroundSoft1[] = {"A3\sounds_f\weapons\hits\soft_ground_1.wav",0.02811705,1,30};
soundGroundSoft2[] = {"A3\sounds_f\weapons\hits\soft_ground_2.wav",0.02811705,1,30};
soundGroundSoft3[] = {"A3\sounds_f\weapons\hits\soft_ground_3.wav",0.02811705,1,30};
soundGroundSoft4[] = {"A3\sounds_f\weapons\hits\soft_ground_4.wav",0.02811705,1,30};
soundGroundSoft5[] = {"A3\sounds_f\weapons\hits\soft_ground_5.wav",0.02811705,1,30};
soundGroundSoft6[] = {"A3\sounds_f\weapons\hits\soft_ground_6.wav",0.02811705,1,30};
soundGroundSoft7[] = {"A3\sounds_f\weapons\hits\soft_ground_7.wav",0.02811705,1,30};
soundGroundSoft8[] = {"A3\sounds_f\weapons\hits\soft_ground_8.wav",0.02811705,1,30};
soundGroundHard1[] = {"A3\sounds_f\weapons\hits\hard_ground_1.wav",0.62946,1,40};
soundGroundHard2[] = {"A3\sounds_f\weapons\hits\hard_ground_2.wav",0.62946,1,40};
soundGroundHard3[] = {"A3\sounds_f\weapons\hits\hard_ground_3.wav",0.62946,1,40};
soundGroundHard4[] = {"A3\sounds_f\weapons\hits\hard_ground_4.wav",0.62946,1,40};
soundGroundHard5[] = {"A3\sounds_f\weapons\hits\hard_ground_5.wav",0.62946,1,40};
soundGroundHard6[] = {"A3\sounds_f\weapons\hits\hard_ground_6.wav",0.62946,1,40};
soundGroundHard7[] = {"A3\sounds_f\weapons\hits\hard_ground_7.wav",0.62946,1,40};
soundGroundHard8[] = {"A3\sounds_f\weapons\hits\hard_ground_8.wav",0.62946,1,40};
soundMetal1[] = {"A3\sounds_f\weapons\hits\metal_1.wav",0.158114,1,45};
soundMetal2[] = {"A3\sounds_f\weapons\hits\metal_2.wav",0.158114,1,45};
soundMetal3[] = {"A3\sounds_f\weapons\hits\metal_3.wav",0.158114,1,45};
soundMetal4[] = {"A3\sounds_f\weapons\hits\metal_4.wav",0.158114,1,45};
soundMetal5[] = {"A3\sounds_f\weapons\hits\metal_5.wav",0.158114,1,45};
soundMetal6[] = {"A3\sounds_f\weapons\hits\metal_6.wav",0.158114,1,45};
soundMetal7[] = {"A3\sounds_f\weapons\hits\metal_7.wav",0.158114,1,45};
soundMetal8[] = {"A3\sounds_f\weapons\hits\metal_8.wav",0.158114,1,45};
soundGlass1[] = {"A3\sounds_f\weapons\hits\glass_1.wav",0.177828,1,25};
soundGlass2[] = {"A3\sounds_f\weapons\hits\glass_2.wav",0.177828,1,25};
soundGlass3[] = {"A3\sounds_f\weapons\hits\glass_3.wav",0.177828,1,25};
soundGlass4[] = {"A3\sounds_f\weapons\hits\glass_4.wav",0.177828,1,25};
soundGlass5[] = {"A3\sounds_f\weapons\hits\glass_5.wav",0.177828,1,25};
soundGlass6[] = {"A3\sounds_f\weapons\hits\glass_6.wav",0.177828,1,25};
soundGlass7[] = {"A3\sounds_f\weapons\hits\glass_7.wav",0.177828,1,25};
soundGlass8[] = {"A3\sounds_f\weapons\hits\glass_8.wav",0.177828,1,25};
soundGlassArmored1[] = {"A3\sounds_f\weapons\hits\glass_arm_1.wav",0.177828,1,30};
soundGlassArmored2[] = {"A3\sounds_f\weapons\hits\glass_arm_2.wav",0.177828,1,30};
soundGlassArmored3[] = {"A3\sounds_f\weapons\hits\glass_arm_3.wav",0.177828,1,30};
soundGlassArmored4[] = {"A3\sounds_f\weapons\hits\glass_arm_4.wav",0.177828,1,30};
soundGlassArmored5[] = {"A3\sounds_f\weapons\hits\glass_arm_5.wav",0.177828,1,30};
soundGlassArmored6[] = {"A3\sounds_f\weapons\hits\glass_arm_6.wav",0.177828,1,30};
soundGlassArmored7[] = {"A3\sounds_f\weapons\hits\glass_arm_7.wav",0.177828,1,30};
soundGlassArmored8[] = {"A3\sounds_f\weapons\hits\glass_arm_8.wav",0.177828,1,30};
soundVehiclePlate1[] = {"A3\sounds_f\weapons\hits\metal_plate_1.wav",0.281170,1,40};
soundVehiclePlate2[] = {"A3\sounds_f\weapons\hits\metal_plate_2.wav",0.281170,1,40};
soundVehiclePlate3[] = {"A3\sounds_f\weapons\hits\metal_plate_3.wav",0.281170,1,40};
soundVehiclePlate4[] = {"A3\sounds_f\weapons\hits\metal_plate_4.wav",0.281170,1,40};
soundVehiclePlate5[] = {"A3\sounds_f\weapons\hits\metal_plate_5.wav",0.281170,1,40};
soundVehiclePlate6[] = {"A3\sounds_f\weapons\hits\metal_plate_6.wav",0.281170,1,40};
soundVehiclePlate7[] = {"A3\sounds_f\weapons\hits\metal_plate_7.wav",0.281170,1,40};
soundVehiclePlate8[] = {"A3\sounds_f\weapons\hits\metal_plate_8.wav",0.281170,1,40};
soundWood1[] = {"A3\sounds_f\weapons\hits\wood_1.wav",0.158114,1,30};
soundWood2[] = {"A3\sounds_f\weapons\hits\wood_2.wav",0.158114,1,30};
soundWood3[] = {"A3\sounds_f\weapons\hits\wood_3.wav",0.158114,1,30};
soundWood4[] = {"A3\sounds_f\weapons\hits\wood_4.wav",0.158114,1,30};
soundWood5[] = {"A3\sounds_f\weapons\hits\wood_5.wav",0.158114,1,30};
soundWood6[] = {"A3\sounds_f\weapons\hits\wood_6.wav",0.158114,1,30};
soundWood7[] = {"A3\sounds_f\weapons\hits\wood_7.wav",0.158114,1,30};
soundWood8[] = {"A3\sounds_f\weapons\hits\wood_8.wav",0.158114,1,30};
soundHitBody1[] = {"A3\sounds_f\weapons\hits\body_1.wav",0.0177828,1,25};
soundHitBody2[] = {"A3\sounds_f\weapons\hits\body_2.wav",0.0177828,1,25};
soundHitBody3[] = {"A3\sounds_f\weapons\hits\body_3.wav",0.0177828,1,25};
soundHitBody4[] = {"A3\sounds_f\weapons\hits\body_4.wav",0.0177828,1,25};
soundHitBody5[] = {"A3\sounds_f\weapons\hits\body_5.wav",0.0177828,1,25};
soundHitBody6[] = {"A3\sounds_f\weapons\hits\body_6.wav",0.0177828,1,25};
soundHitBody7[] = {"A3\sounds_f\weapons\hits\body_7.wav",0.0177828,1,25};
soundHitBody8[] = {"A3\sounds_f\weapons\hits\body_8.wav",0.0177828,1,25};
soundHitBuilding1[] = {"A3\sounds_f\weapons\hits\building_1.wav",0.251189,1,30};
soundHitBuilding2[] = {"A3\sounds_f\weapons\hits\building_2.wav",0.251189,1,30};
soundHitBuilding3[] = {"A3\sounds_f\weapons\hits\building_3.wav",0.251189,1,30};
soundHitBuilding4[] = {"A3\sounds_f\weapons\hits\building_4.wav",0.251189,1,30};
soundHitBuilding5[] = {"A3\sounds_f\weapons\hits\building_5.wav",0.251189,1,30};
soundHitBuilding6[] = {"A3\sounds_f\weapons\hits\building_6.wav",0.251189,1,30};
soundHitBuilding7[] = {"A3\sounds_f\weapons\hits\building_7.wav",0.251189,1,30};
soundHitBuilding8[] = {"A3\sounds_f\weapons\hits\building_8.wav",0.251189,1,30};
soundHitFoliage1[] = {"A3\sounds_f\weapons\hits\foliage_1.wav",0.177828,1,25};
soundHitFoliage2[] = {"A3\sounds_f\weapons\hits\foliage_2.wav",0.177828,1,25};
soundHitFoliage3[] = {"A3\sounds_f\weapons\hits\foliage_3.wav",0.177828,1,25};
soundHitFoliage4[] = {"A3\sounds_f\weapons\hits\foliage_4.wav",0.177828,1,25};
soundHitFoliage5[] = {"A3\sounds_f\weapons\hits\foliage_5.wav",0.177828,1,25};
soundHitFoliage6[] = {"A3\sounds_f\weapons\hits\foliage_6.wav",0.177828,1,25};
soundHitFoliage7[] = {"A3\sounds_f\weapons\hits\foliage_7.wav",0.177828,1,25};
soundHitFoliage8[] = {"A3\sounds_f\weapons\hits\foliage_8.wav",0.177828,1,25};
soundPlastic1[] = {"A3\sounds_f\weapons\hits\plastic_1.wav",0.177828,1,25};
soundPlastic2[] = {"A3\sounds_f\weapons\hits\plastic_2.wav",0.177828,1,25};
soundPlastic3[] = {"A3\sounds_f\weapons\hits\plastic_3.wav",0.177828,1,25};
soundPlastic4[] = {"A3\sounds_f\weapons\hits\plastic_4.wav",0.177828,1,25};
soundPlastic5[] = {"A3\sounds_f\weapons\hits\plastic_5.wav",0.177828,1,25};
soundPlastic6[] = {"A3\sounds_f\weapons\hits\plastic_6.wav",0.177828,1,25};
soundPlastic7[] = {"A3\sounds_f\weapons\hits\plastic_7.wav",0.177828,1,25};
soundPlastic8[] = {"A3\sounds_f\weapons\hits\plastic_8.wav",0.177828,1,25};
soundConcrete1[] = {"A3\sounds_f\weapons\hits\concrete_1.wav",0.177828,1,35};
soundConcrete2[] = {"A3\sounds_f\weapons\hits\concrete_2.wav",0.177828,1,35};
soundConcrete3[] = {"A3\sounds_f\weapons\hits\concrete_3.wav",0.177828,1,35};
soundConcrete4[] = {"A3\sounds_f\weapons\hits\concrete_4.wav",0.177828,1,35};
soundConcrete5[] = {"A3\sounds_f\weapons\hits\concrete_5.wav",0.177828,1,35};
soundConcrete6[] = {"A3\sounds_f\weapons\hits\concrete_6.wav",0.177828,1,35};
soundConcrete7[] = {"A3\sounds_f\weapons\hits\concrete_7.wav",0.177828,1,35};
soundConcrete8[] = {"A3\sounds_f\weapons\hits\concrete_8.wav",0.177828,1,35};
soundRubber1[] = {"A3\sounds_f\weapons\hits\tyre_1.wav",0.158114,1,25};
soundRubber2[] = {"A3\sounds_f\weapons\hits\tyre_2.wav",0.158114,1,25};
soundRubber3[] = {"A3\sounds_f\weapons\hits\tyre_3.wav",0.158114,1,25};
soundRubber4[] = {"A3\sounds_f\weapons\hits\tyre_4.wav",0.158114,1,25};
soundRubber5[] = {"A3\sounds_f\weapons\hits\tyre_5.wav",0.158114,1,25};
soundRubber6[] = {"A3\sounds_f\weapons\hits\tyre_6.wav",0.158114,1,25};
soundRubber7[] = {"A3\sounds_f\weapons\hits\tyre_7.wav",0.158114,1,25};
soundRubber8[] = {"A3\sounds_f\weapons\hits\tyre_8.wav",0.158114,1,25};
soundWater1[] = {"A3\sounds_f\weapons\hits\water_01.wav",0.158114,1,25};
soundWater2[] = {"A3\sounds_f\weapons\hits\water_02.wav",0.158114,1,25};
soundWater3[] = {"A3\sounds_f\weapons\hits\water_03.wav",0.158114,1,25};
soundWater4[] = {"A3\sounds_f\weapons\hits\water_04.wav",0.158114,1,25};
soundWater5[] = {"A3\sounds_f\weapons\hits\water_05.wav",0.158114,1,25};
soundWater6[] = {"A3\sounds_f\weapons\hits\water_06.wav",0.158114,1,25};
soundWater7[] = {"A3\sounds_f\weapons\hits\water_07.wav",0.158114,1,25};
soundWater8[] = {"A3\sounds_f\weapons\hits\water_08.wav",0.158114,1,25};
hitGroundSoft[] = {"soundGroundSoft1",0.2,"soundGroundSoft2",0.2,"soundGroundSoft3",0.1,"soundGroundSoft4",0.1,"soundGroundSoft5",0.1,"soundGroundSoft6",0.1,"soundGroundSoft7",0.1,"soundGroundSoft8",0.1};
hitGroundHard[] = {"soundGroundHard1",0.2,"soundGroundHard2",0.2,"soundGroundHard3",0.1,"soundGroundHard4",0.1,"soundGroundHard5",0.1,"soundGroundHard6",0.1,"soundGroundHard7",0.1,"soundGroundHard8",0.1};
hitMan[] = {"soundHitBody1",0.125,"soundHitBody2",0.125,"soundHitBody3",0.125,"soundHitBody4",0.125,"soundHitBody5",0.125,"soundHitBody6",0.125,"soundHitBody7",0.125,"soundHitBody8",0.125};
hitArmor[] = {"soundVehiclePlate1",0.125,"soundVehiclePlate2",0.125,"soundVehiclePlate3",0.125,"soundVehiclePlate4",0.125,"soundVehiclePlate5",0.125,"soundVehiclePlate6",0.125,"soundVehiclePlate7",0.125,"soundVehiclePlate8",0.125};
hitBuilding[] = {"soundHitBuilding1",0.2,"soundHitBuilding2",0.2,"soundHitBuilding3",0.1,"soundHitBuilding4",0.1,"soundHitBuilding5",0.1,"soundHitBuilding6",0.1,"soundHitBuilding7",0.1,"soundHitBuilding8",0.1};
hitFoliage[] = {"soundHitFoliage1",0.125,"soundHitFoliage2",0.125,"soundHitFoliage3",0.125,"soundHitFoliage4",0.125,"soundHitFoliage5",0.125,"soundHitFoliage6",0.125,"soundHitFoliage7",0.125,"soundHitFoliage8",0.125};
hitWood[] = {"soundWood1",0.125,"soundWood2",0.125,"soundWood3",0.125,"soundWood4",0.125,"soundWood5",0.125,"soundWood6",0.125,"soundWood7",0.125,"soundWood8",0.125};
hitGlass[] = {"soundGlass1",0.125,"soundGlass2",0.125,"soundGlass3",0.125,"soundGlass4",0.125,"soundGlass5",0.125,"soundGlass6",0.125,"soundGlass7",0.125,"soundGlass8",0.125};
hitGlassArmored[] = {"soundGlassArmored1",0.125,"soundGlassArmored2",0.125,"soundGlassArmored3",0.125,"soundGlassArmored4",0.125,"soundGlassArmored5",0.125,"soundGlassArmored6",0.125,"soundGlassArmored7",0.125,"soundGlassArmored8",0.125};
hitConcrete[] = {"soundConcrete1",0.125,"soundConcrete2",0.125,"soundConcrete3",0.125,"soundConcrete4",0.125,"soundConcrete5",0.125,"soundConcrete6",0.125,"soundConcrete7",0.125,"soundConcrete8",0.125};
hitRubber[] = {"soundRubber1",0.125,"soundRubber2",0.125,"soundRubber3",0.125,"soundRubber4",0.125,"soundRubber5",0.125,"soundRubber6",0.125,"soundRubber7",0.125,"soundRubber8",0.125};
hitPlastic[] = {"soundPlastic1",0.125,"soundPlastic2",0.125,"soundPlastic3",0.125,"soundPlastic4",0.125,"soundPlastic5",0.125,"soundPlastic6",0.125,"soundPlastic7",0.125,"soundPlastic8",0.125};
hitDefault[] = {"soundDefault1",0.2,"soundDefault2",0.2,"soundDefault3",0.1,"soundDefault4",0.1,"soundDefault5",0.1,"soundDefault6",0.1,"soundDefault7",0.1,"soundDefault8",0.1};
hitMetal[] = {"soundMetal1",0.125,"soundMetal2",0.125,"soundMetal3",0.125,"soundMetal4",0.125,"soundMetal5",0.125,"soundMetal6",0.125,"soundMetal7",0.125,"soundMetal8",0.125};
hitMetalplate[] = {"soundVehiclePlate1",0.125,"soundVehiclePlate2",0.125,"soundVehiclePlate3",0.125,"soundVehiclePlate4",0.125,"soundVehiclePlate5",0.125,"soundVehiclePlate6",0.125,"soundVehiclePlate7",0.125,"soundVehiclePlate8",0.125};
hitWater[] = {"soundWater1",0.125,"soundWater2",0.125,"soundWater3",0.125,"soundWater4",0.125,"soundWater5",0.125,"soundWater6",0.125,"soundWater7",0.125,"soundWater8",0.125};
bulletFly1[] = {"A3\sounds_f\weapons\hits\bullet_by_1.wav",1,1,35};
bulletFly2[] = {"A3\sounds_f\weapons\hits\bullet_by_2.wav",1,1,35};
bulletFly3[] = {"A3\sounds_f\weapons\hits\bullet_by_3.wav",1,1,35};
bulletFly4[] = {"A3\sounds_f\weapons\hits\bullet_by_4.wav",1,1,35};
bulletFly5[] = {"A3\sounds_f\weapons\hits\bullet_by_5.wav",1,1,35};
bulletFly6[] = {"A3\sounds_f\weapons\hits\bullet_by_6.wav",1,1,35};
bulletFly7[] = {"A3\sounds_f\weapons\hits\bullet_by_7.wav",1,1,35};
bulletFly8[] = {"A3\sounds_f\weapons\hits\bullet_by_8.wav",1,1,35};
bulletFly[] = {"bulletFly1",0.166,"bulletFly2",0.166,"bulletFly3",0.166,"bulletFly4",0.166,"bulletFly5",0.166,"bulletFly6",0.167,"bulletFly7",0.166,"bulletFly8",0.167};
supersonicCrackNear[] = {"A3\sounds_f\weapons\hits\sscrack1.wav",1,1,35};
supersonicCrackFar[] = {"A3\sounds_f\weapons\hits\sscrack2.wav",1,1,135};
};
*/
class B_65x39_Caseless;
class ACE_frag_base: B_65x39_Caseless {
timeToLive = 12;
typicalSpeed = 1500;
deflecting = 65;
};
class ACE_frag_tiny: ACE_frag_base {
hit = 6;
airFriction = BASE_DRAG;
caliber = 0.75;
};
class ACE_frag_tiny_HD: ACE_frag_base {
hit = 6;
airFriction = BASE_DRAG_HD;
caliber = 0.75;
};
class ACE_frag_small: ACE_frag_base {
hit = 12;
airFriction = BASE_DRAG*0.9;
};
class ACE_frag_small_HD: ACE_frag_base {
hit = 12;
airFriction = BASE_DRAG_HD*0.9;
};
class ACE_frag_medium: ACE_frag_base {
hit = 14;
airFriction = BASE_DRAG*0.75;
caliber = 1.2;
};
class ACE_frag_medium_HD: ACE_frag_base {
hit = 14;
airFriction = BASE_DRAG_HD*0.75;
caliber = 1.2;
};
class ACE_frag_large: ACE_frag_base {
hit = 28;
indirectHit = 2;
indirectHitRange = 0.25;
airFriction = BASE_DRAG*0.65;
caliber = 2;
explosive = 0;
};
class ACE_frag_large_HD: ACE_frag_large {
hit = 28;
indirectHit = 2;
indirectHitRange = 0.25;
airFriction = BASE_DRAG_HD*0.65;
caliber = 2;
};
class ACE_frag_huge: ACE_frag_large {
hit = 40;
indirectHit = 4;
indirectHitRange = 0.5;
airFriction = BASE_DRAG*0.5;
caliber = 2.8;
};
class ACE_frag_huge_HD: ACE_frag_large {
hit = 40;
indirectHit = 4;
indirectHitRange = 0.5;
airFriction = BASE_DRAG_HD*0.5;
caliber = 2.8;
};
class ACE_frag_spall_small: ACE_frag_small {
timeToLive = 0.1;
};
class ACE_frag_spall_medium: ACE_frag_medium {
timeToLive = 0.15;
};
class ACE_frag_spall_large: ACE_frag_large {
timeToLive = 0.25;
};
class ACE_frag_spall_huge: ACE_frag_huge {
timeToLive = 0.3;
};
};