mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
245 lines
9.8 KiB
C++
245 lines
9.8 KiB
C++
#include "\x\cba\addons\main\script_macros_common.hpp"
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#include "\x\cba\addons\xeh\script_xeh.hpp"
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// Default versioning level
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#define DEFAULT_VERSIONING_LEVEL 2
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// RGB Colors
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#define RGB_GREEN 0, 0.5, 0, 1
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#define RGB_BLUE 0, 0, 1, 1
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#define RGB_ORANGE 0.5, 0.5, 0, 1
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#define RGB_RED 1, 0, 0, 1
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#define RGB_YELLOW 1, 1, 0, 1
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#define RGB_WHITE 1, 1, 1, 1
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#define RGB_GRAY 0.5, 0.5, 0.5, 1
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#define RGB_BLACK 0, 0, 0, 1
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#define RGB_MAROON 0.5, 0, 0, 1
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#define RGB_OLIVE 0.5, 0.5, 0, 1
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#define RGB_NAVY 0, 0, 0.5, 1
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#define RGB_PURPLE 0.5, 0, 0.5, 1
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#define RGB_FUCHSIA 1, 0, 1, 1
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#define RGB_AQUA 0, 1, 1, 1
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#define RGB_TEAL 0, 0.5, 0.5, 1
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#define RGB_LIME 0, 1, 0, 1
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#define RGB_SILVER 0.75, 0.75, 0.75, 1
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#include "script_macros_menudef.hpp"
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#define ACE_NOARMORY class Armory { disabled = 1; }
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#define ACE_ARMORY class Armory { disabled = 0; }
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#define ACE_ACEARMORY class Armory { disabled = 0; author = "A.C.E."; }
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// Weapon defaults
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// NOTE !!!! - Do not forget to dummy-update the configs that use these defines, or the changes won't activate due to binarization!
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#define ACE_DEFAULT_WEAPONS "Throw", "Put"
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// Item defaults
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// NOTE !!!! - Do not forget to dummy-update the configs that use these defines, or the changes won't activate due to binarization!
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#define ACE_ITEMS_TEAMLEADER_B "ItemMap","ItemCompass","ItemWatch","ItemRadio"
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#define ACE_ITEMS_SQUADLEADER_B "ItemMap","ItemCompass","ItemWatch","ItemRadio","ACE_DAGR"
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#define ACE_ITEMS_SPECIAL "ItemMap","ItemCompass","ItemWatch","ItemRadio"
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#define ACE_ITEMS "ItemWatch","ItemRadio"
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#define ACE_ITEMS_CIVILIAN "ItemWatch"
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#define ACE_DEFAULT_SLOTS "1 + 4 + 12* 256 + 2* 4096 + 2 + 8* 16 + 12*131072"
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#define ACE_NOGRIP handAnim[] = {}
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#define ACE_DISTANCE_DEFAULT distanceZoomMin = 300; distanceZoomMax = 300
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// #include "script_macros_optics.hpp" //ToDo
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#define ACE_NOZEROING discreteDistance[] = {}; \
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discreteDistanceInitIndex = 0; \
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weaponInfoType = "RscWeaponEmpty"
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#define ACE_NOTURRETZEROING discreteDistance[] = {}; \
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discreteDistanceInitIndex = 0; \
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turretInfoType = "RscWeaponEmpty"
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#define ACE_LASER irLaserPos = "laser pos"; \
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irLaserEnd = "laser dir"; \
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irDistance = 300
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#define ACE_LASER_DISTANCE_VANILLA irDistance = 300
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#define ACE_NOLASER irLaserPos = "laser pos"; \
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irLaserEnd = "laser dir"; \
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irDistance = 0
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#define ACE_SUPPRESSED ace_suppressed = 1; \
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fireLightDuration = 0; \
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fireLightIntensity = 0
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// TODO: Cleanup in all the configs around
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#define ACE_M_MAG(x,y) class _xx_##x {magazine = ##x; count = ##y;}
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#define ACE_M_WEP(x,y) class _xx_##x {weapon = ##x; count = ##y;}
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#define ACE_M_ITEM(x,y) class _xx_##x {name = ##x; count = ##y;}
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#define ACE_M_BAG(x,y) class _xx_##x {backpack = ##x; count = ##y;}
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// Vehicle defines
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// ACE_canBeLoad = This vehicle acts as transporter, i.e you can load stuff into it
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// ACE_canBeCargo = This vehicle acts as cargo, i.e you can load this item into other vehicles
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#define ACE_CARGO_FRONT ACE_canBeLoad = false; ACE_canBeCargo = true; ACE_canGear = false; ACE_canLoadFront = true
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#define ACE_CARGO_ONLY ACE_canBeLoad = false; ACE_canBeCargo = true; ACE_canGear = false; ACE_canLoadFront = false
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#define ACE_LOAD_ONLY ACE_canBeLoad = true; ACE_canBeCargo = false; ACE_canGear = false; ACE_canLoadFront = false
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#define ACE_GEAR_ONLY ACE_canBeLoad = true; ACE_canBeCargo = false; ACE_canGear = true; ACE_canLoadFront = false
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#define ACE_NOCARGOLOAD ACE_canBeLoad = false; ACE_canBeCargo = false; ACE_canGear = false; ACE_canLoadFront = false
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// Increased FOV for tank driver
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// Increased Default US Tank driver optic
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#define ACE_DRIVEROPTIC_TANK_US driverOpticsModel = "\z\ace\addons\m_veh_optics\driver\optika_tank_driver_west.p3d"
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// Increased Default RU Tank driver optic
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#define ACE_DRIVEROPTIC_TANK_RU driverOpticsModel = "\z\ace\addons\m_veh_optics\driver\optika_tank_driver_east.p3d"
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// Increased Default NON Specified driver optic
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#define ACE_DRIVEROPTIC_TANK driverOpticsModel = "\z\ace\addons\m_veh_optics\driver\optika_tank_driver.p3d"
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// Increased Default EP1 NON Specified driver optic
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// Default black border thing needs finish
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#define ACE_DRIVEROPTIC_TANK_EP1 driverOpticsModel = "\z\ace\addons\m_veh_optics\driver\optika_tank_driver.p3d"
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#define ACE_BWC ace_bwc = 1
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// SCRIPTING MACROS
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// Items
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#define inITEMS(x,y) (##x in (y call ACE_fnc_getGear))
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#define remITEMS(x,y) ([##x,y] call ACE_fnc_removeItem)
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//#define addITEMS(x,y) (y addItem ##x)
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// Interaction/ Put anims
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#define canANIM(x) (x call ACE_fnc_CanPutDown)
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#define playANIM(x) (if (x call ACE_fnc_CanPutDown) then { x call ACE_fnc_PutDown })
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// In vehicle or on foot
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#define ONFOOT(x) (x == vehicle x)
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#define INVEHICLE(x) (x != vehicle x)
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// FX
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#define COUGH ace_common_fx_fnc_cough
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#define BLURRY ace_common_fx_fnc_blurry
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#define BLIND ace_common_fx_fnc_blind_view
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#define DEAF ace_common_fx_fnc_deaf
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#define DIZZY ace_common_fx_fnc_dizzy
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#define FLASH ace_common_fx_fnc_flash
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#define KICK ace_common_fx_fnc_kick
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#define KNOCKOUT ace_common_fx_fnc_knockout
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#define RING ace_common_fx_fnc_ring
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// Stamina
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#define INC_MASS ace_stamina_fnc_inc_mass
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// Does this work, due to BWC_CONFIG(NAME) ?
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#undef BWC_CONFIG
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#define BWC_CONFIG(NAME) class NAME { \
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units[] = {}; \
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weapons[] = {}; \
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requiredVersion = REQUIRED_VERSION; \
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requiredAddons[] = {}; \
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version = VERSION; \
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ACE_BWC; \
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}
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#define ACE_FLASHLIGHT class FlashLight { \
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color[] = {0.9, 0.9, 0.7, 0.9}; \
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ambient[] = {0.1, 0.1, 0.1, 1.0}; \
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position = "flash dir"; \
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direction = "flash"; \
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angle = 30; \
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scale[] = {1, 1, 0.5}; \
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brightness = 0.1; \
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}
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#define ACE_SMALL_FLASHLIGHT class FlashLight { \
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color[] = {0.9, 0.9, 0.7, 0.9}; \
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ambient[] = {0.1, 0.1, 0.1, 1.0}; \
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position = "flash dir"; \
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direction = "flash"; \
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angle = 20; \
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scale[] = {0.9, 0.9, 0.4}; \
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brightness = 0.09; \
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}
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// Addaction defines for colored text
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#define ACE_TEXT_ORANGE(Text) ("<t color='#ffa500'>" + ##Text + "</t>")
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#define ACE_TEXT_RED(Text) ("<t color='#FF0000'>" + ##Text + "</t>")
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#define ACE_TEXT_GREEN(Text) ("<t color='#00FF00'>" + ##Text + "</t>")
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#define ACE_TEXT_YELLOW(Text) ("<t color='#FFFF00'>" + ##Text + "</t>")
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#define EGVAR(module,var) TRIPLES(PREFIX,module,var)
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#define QEGVAR(module,var) QUOTE(EGVAR(module,var))
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#define DGVAR(varName) if(isNil "ACE_DEBUG_NAMESPACE") then { ACE_DEBUG_NAMESPACE = []; }; if(!(QUOTE(GVAR(varName)) in ACE_DEBUG_NAMESPACE)) then { PUSH(ACE_DEBUG_NAMESPACE, QUOTE(GVAR(varName))); }; GVAR(varName)
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#define DVAR(varName) if(isNil "ACE_DEBUG_NAMESPACE") then { ACE_DEBUG_NAMESPACE = []; }; if(!(QUOTE(varName) in ACE_DEBUG_NAMESPACE)) then { PUSH(ACE_DEBUG_NAMESPACE, QUOTE(varName)); }; varName
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#define DFUNC(var1) TRIPLES(ADDON,fnc,var1)
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#define DEFUNC(var1,var2) TRIPLES(DOUBLES(PREFIX,var1),fnc,var2)
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#define QFUNC(var1) QUOTE(DFUNC(var1))
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#define QEFUNC(var1,var2) QUOTE(DEFUNC(var1,var2))
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#define PATHTOEF(var1,var2) PATHTOF_SYS(PREFIX,var1,var2)
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#define GETVAR_SYS(var1,var2) getVariable [ARR_2(QUOTE(var1),var2)]
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#define SETVAR_SYS(var1,var2) setVariable [ARR_2(QUOTE(var1),var2)]
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#define SETPVAR_SYS(var1,var2) setVariable [ARR_3(QUOTE(var1),var2,true)]
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#define GETVAR(var1,var2,var3) var1 GETVAR_SYS(var2,var3)
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#define GETMVAR(var1,var2) missionNamespace GETVAR_SYS(var1,var2)
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#define GETUVAR(var1,var2) uiNamespace GETVAR_SYS(var1,var2)
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#define GETPRVAR(var1,var2) profileNamespace GETVAR_SYS(var1,var2)
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#define GETPAVAR(var1,var2) parsingNamespace GETVAR_SYS(var1,var2)
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#define SETVAR(var1,var2,var3) var1 SETVAR_SYS(var2,var3)
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#define SETPVAR(var1,var2,var3) var1 SETPVAR_SYS(var2,var3)
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#define SETMVAR(var1,var2) missionNamespace SETVAR_SYS(var1,var2)
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#define SETUVAR(var1,var2) uiNamespace SETVAR_SYS(var1,var2)
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#define SETPRVAR(var1,var2) profileNamespace SETVAR_SYS(var1,var2)
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#define SETPAVAR(var1,var2) parsingNamespace SETVAR_SYS(var1,var2)
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#define GETGVAR(var1,var2) GETMVAR(GVAR(var1),var2)
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#define GETEGVAR(var1,var2,var3) GETMVAR(EGVAR(var1,var2),var3)
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#define ARR_SELECT(ARRAY,INDEX,DEFAULT) if (count ARRAY > INDEX) then {ARRAY select INDEX} else {DEFAULT}
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#define MACRO_ADDWEAPON(WEAPON,COUNT) class _xx_##WEAPON { \
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weapon = #WEAPON; \
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count = COUNT; \
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}
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#define MACRO_ADDITEM(ITEM,COUNT) class _xx_##ITEM { \
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name = #ITEM; \
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count = COUNT; \
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}
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#define MACRO_ADDMAGAZINE(MAGAZINE,COUNT) class _xx_##MAGAZINE { \
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magazine = #MAGAZINE; \
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count = COUNT; \
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}
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#ifdef DISABLE_COMPILE_CACHE
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#define PREP(fncName) DFUNC(fncName) = compile preprocessFileLineNumbers QUOTE(PATHTOF(functions\DOUBLES(fnc,fncName).sqf))
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#else
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#define PREP(fncName) DFUNC(fncName) = QUOTE(PATHTOF(functions\DOUBLES(fnc,fncName).sqf)) call SLX_XEH_COMPILE
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#endif
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#define PREP_MODULE(folder) [] call compile preprocessFileLineNumbers QUOTE(PATHTOF(folder\__PREP__.sqf))
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#define HASH_CREATE ([] call EFUNC(common,hashCreate))
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#define HASH_SET(hash, key, val) ([hash, key, val, __FILE__, __LINE__] call EFUNC(common,hashSet))
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#define HASH_GET(hash, key) ([hash, key, __FILE__, __LINE__] call EFUNC(common,hashGet))
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#define HASH_REM(hash, key) ([hash, key, __FILE__, __LINE__] call EFUNC(common,hashRem))
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#define HASH_HASKEY(hash, key) ([hash, key, __FILE__, __LINE__] call EFUNC(common,hashHasKey))
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#define HASHLIST_CREATELIST(keys) ([keys] call EFUNC(common,hashListCreateList))
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#define HASHLIST_CREATEHASH(hashList) ([hashList] call EFUNC(common,hashListCreateHash))
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#define HASHLIST_SELECT(hashList, index) ([hashList, index, __FILE__, __LINE__] call EFUNC(common,hashListSelect))
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#define HASHLIST_SET(hashList, index, value) ([hashList, index, value, __FILE__, __LINE__] call EFUNC(common,hashListSet))
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#define HASHLIST_PUSH(hashList, value) ([hashList, value, __FILE__, __LINE__] call EFUNC(common,hashListPush))
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#include "script_debug.hpp" |