ACE3/addons/map/CfgAmmo.hpp
voiper d5b3b03c1c Make flashlight on/off + glow a PVAR.
Clean up all privates.
Change glow proxies to not inherit from chemlight_base, to avoid ammo detection issues.
Make handleDisconnect glow deletion dedi server compatible (was only listen server compatible).
Clean up determineMapLight: faster when no chemlights nearby, a tad slower when chemlights nearby, however sources the colour settings directly from the chemlight's config.
2016-06-17 17:18:06 -07:00

53 lines
1.5 KiB
C++

class CfgAmmo {
class Grenade;
class ACE_FlashlightProxy_White: Grenade {
effectsSmoke = "ACE_FlashlightEffect_White";
explosionTime = 0.01;
grenadeBurningSound[] = {};
grenadeFireSound[] = {};
hit = 0;
model = "\A3\Weapons_f\empty.p3d";
simulation = "shotSmokeX";
smokeColor[] = {1,1,1,1};
timeToLive = 1e10;
impactArmor[] = {};
impactConcrete[] = {};
impactDefault[] = {};
impactGlass[] = {};
impactGlassArmored[] = {};
impactGroundHard[] = {};
impactGroundSoft[] = {};
impactIron[] = {};
impactMan[] = {};
impactMetal[] = {};
impactMetalPlate[] = {};
impactMetalPlastic[] = {};
impactRubber[] = {};
impactTyre[] = {};
impactWater[] = {};
impactWood[] = {};
};
class ACE_FlashlightProxy_Red: ACE_FlashlightProxy_White {
effectsSmoke = "ACE_FlashlightEffect_Red";
};
class ACE_FlashlightProxy_Blue: ACE_FlashlightProxy_White {
effectsSmoke = "ACE_FlashlightEffect_Blue";
};
class ACE_FlashlightProxy_Green: ACE_FlashlightProxy_White {
effectsSmoke = "ACE_FlashlightEffect_Green";
};
class ACE_FlashlightProxy_Yellow: ACE_FlashlightProxy_White {
effectsSmoke = "ACE_FlashlightEffect_Yellow";
};
class ACE_FlashlightProxy_Orange: ACE_FlashlightProxy_White {
effectsSmoke = "ACE_FlashlightEffect_Orange";
};
};