ACE3/addons/recoil/config.cpp
2015-01-18 01:32:07 -06:00

311 lines
13 KiB
C++

#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
author[] = {"KoffeinFlummi", "TaoSensai", "commy2"};
authorUrl = "https://github.com/Taosenai/tmr";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"
// DOC: http://forums.bistudio.com/showthread.php?94464-explaining-the-cfgRecoils-array
class CfgRecoils {
#define KICKBACK 0.07
#define KICKBACKPRONE 0.05
#define MUZZLECLIMB 0.01
#define MUZZLERECOVERY -0.004
// BASE RECOILS
pistolBase[] = {0,0.8*KICKBACK,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
subMachineGunBase[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
assaultRifleBase[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
machinegunBase[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
launcherBase[] = {0,0,0};
// PISTOLS
recoil_pistol_light[] = {0,0.8*KICKBACK,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
recoil_pistol_heavy[] = {0,1.1*KICKBACK,1.4*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.4*MUZZLERECOVERY, 0.3,0,0};
recoil_prone_pistol_light[] = {0,0.8*KICKBACKPRONE,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
recoil_prone_pistol_heavy[] = {0,1.1*KICKBACKPRONE,1.4*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.4*MUZZLERECOVERY, 0.3,0,0};
// SUBMACHINE GUNS
recoil_single_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
// ASSAULT RIFLES
recoil_single_mx[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_mx[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_mx[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_mx[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_ktb[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_ktb[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_ktb[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_ktb[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_mk20[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_mk20[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_mk20[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_mk20[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_trg[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_trg[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_trg[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_trg[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_sdar[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_sdar[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_sdar[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_sdar[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
// MACHINE GUNS
recoil_single_mk200[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_mk200[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_mk200[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_mk200[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_zafir[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_zafir[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_zafir[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_zafir[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
// PRECISION RIFLES
recoil_single_dmr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_dmr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_dmr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_dmr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_ebr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_ebr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_ebr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_ebr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_gm6[] = {0,2.5*KICKBACK,2.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,2.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_gm6[] = {0,2.5*KICKBACKPRONE,2.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,2.5*MUZZLERECOVERY, 0.3,0,0};
// LAUNCHERS
recoil_single_law[] = {0,0,0};
recoil_single_nlaw[] = {0,0,0};
recoil_single_titan[] = {0,0,0};
};
class CfgCameraShake {
// Seems to be ignored by Arma
defaultCaliberCoefWeaponFire = 0;
};
// Completely disable BI's camshake on fire.
class CfgMovesBasic {
class Default {
camShakeFire = 0;
};
};
class CfgMovesMaleSdr : CfgMovesBasic {
class States {
class AmovPercMstpSlowWrflDnon;
class AmovPknlMstpSlowWrflDnon : AmovPercMstpSlowWrflDnon {
camShakeFire = 0;
};
class AmovPercMstpSrasWrflDnon;
class AmovPpneMstpSrasWrflDnon : AmovPercMstpSrasWrflDnon {
camShakeFire = 0;
};
class AmovPknlMstpSrasWlnrDnon : Default {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDf;
class AmovPknlMtacSlowWrflDf : AmovPknlMrunSlowWrflDf {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDfl;
class AmovPknlMtacSlowWrflDfl : AmovPknlMrunSlowWrflDfl {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDl;
class AmovPknlMtacSlowWrflDl : AmovPknlMrunSlowWrflDl {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDbl;
class AmovPknlMtacSlowWrflDbl : AmovPknlMrunSlowWrflDbl {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDb;
class AmovPknlMtacSlowWrflDb : AmovPknlMrunSlowWrflDb {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDbr;
class AmovPknlMtacSlowWrflDbr : AmovPknlMrunSlowWrflDbr {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDr;
class AmovPknlMtacSlowWrflDr : AmovPknlMrunSlowWrflDr {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDfr;
class AmovPknlMtacSlowWrflDfr : AmovPknlMrunSlowWrflDfr {
camShakeFire = 0;
};
class AmovPknlMstpSrasWrflDnon;
class AmovPknlMwlkSrasWrflDf : AmovPknlMstpSrasWrflDnon {
camShakeFire = 0;
};
class AmovPknlMrunSrasWrflDf;
class AmovPknlMtacSrasWrflDf : AmovPknlMrunSrasWrflDf {
camShakeFire = 0;
};
class AmovPknlMwlkSrasWpstDf;
class AmovPknlMtacSrasWpstDf : AmovPknlMwlkSrasWpstDf {
camShakeFire = 0;
};
};
};
// Ammo
class CfgAmmo {
class MissileCore;
class MissileBase: MissileCore {
GVAR(shakeMultiplier) = 2;
};
class BombCore;
class LaserBombCore: BombCore {
GVAR(shakeMultiplier) = 2;
};
class Bo_Mk82: BombCore {
GVAR(shakeMultiplier) = 2;
};
class RocketCore;
class ArtilleryRocketCore: RocketCore {
GVAR(shakeMultiplier) = 1.4;
};
class RocketBase: RocketCore {
GVAR(shakeMultiplier) = 1.4;
};
class BulletCore;
class BulletBase: BulletCore {
GVAR(shakeMultiplier) = 1;
};
class ShotgunCore;
class ShotgunBase: ShotgunCore {
GVAR(shakeMultiplier) = 1.1;
};
class ShellCore;
class ShellBase: ShellCore {
GVAR(shakeMultiplier) = 3;
};
class SubmunitionCore;
class SubmunitionBase: SubmunitionCore {
GVAR(shakeMultiplier) = 3;
};
class ShotDeployCore;
class ShotDeployBase: ShotDeployCore {
GVAR(shakeMultiplier) = 3;
};
};
// Weapons
// 1. Set the recoil profiles for all fire modes.
// 2. Set the shake multiplier. This determines the camshake for the weapon.
// Ex: GVAR(shakeMultiplier) = 1; (disabled currently)
class CfgWeapons {
class CannonCore;
class autocannon_Base_F: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class autocannon_35mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class cannon_120mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class mortar_155mm_AMOS: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class mortar_82mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
// No camshake for gatlings
class gatling_20mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class gatling_25mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class gatling_30mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class MGunCore;
class MGun: MGunCore {
GVAR(shakeMultiplier) = 0;
};
// No camshake for smoke launchers
class SmokeLauncher: MGun {
GVAR(shakeMultiplier) = 0;
};
// No camshake for coax machine guns
class LMG_RCWS;
class LMG_M200: LMG_RCWS {
GVAR(shakeMultiplier) = 0;
};
class LMG_coax: LMG_RCWS {
GVAR(shakeMultiplier) = 0;
};
class LMG_Minigun: LMG_RCWS {
GVAR(shakeMultiplier) = 0;
};
};
// Vehicles
class CfgVehicles {
class LandVehicle;
class Tank: LandVehicle {
GVAR(enableCamshake) = 1;
};
class Car: LandVehicle {
GVAR(enableCamshake) = 1;
};
class StaticWeapon: LandVehicle {
GVAR(enableCamshake) = 1;
};
class Allvehicles;
class Air: Allvehicles {
GVAR(enableCamshake) = 1;
};
};