ACE3/addons/map/CfgAmmo.hpp
voiperr 52ea640c4b ace_map: More realistic flashlight glow + minor fix (#3824)
* -Converted flashlight glow object to chemlight type (emits light without sprite)
-Fixed issue where glow object was being deleted without being first detached

* Cleanup of temp classes.

* Spaces before and after =

* Moved effects into Effects.hpp.
2016-05-27 19:16:15 +02:00

54 lines
1.8 KiB
C++

class CfgAmmo {
class Chemlight_base;
class ACE_FlashlightProxy_White: Chemlight_base {
model = "\A3\Weapons_f\empty";
effectsSmoke = "ACE_FlashlightEffect_White";
explosionTime = 0.01;
timeToLive = 1e10;
soundImpactHard1[] = {"",1,1};
soundImpactHard2[] = {"",1,1};
soundImpactHard3[] = {"",1,1};
soundImpactHard4[] = {"",1,1};
soundImpactHard5[] = {"",1,1};
soundImpactHard6[] = {"",1,1};
soundImpactHard7[] = {"",1,1};
soundImpactIron1[] = {"",1,1};
soundImpactIron2[] = {"",1,1};
soundImpactIron3[] = {"",1,1};
soundImpactIron4[] = {"",1,1};
soundImpactIron5[] = {"",1,1};
soundImpactSoft1[] = {"",1,1};
soundImpactSoft2[] = {"",1,1};
soundImpactSoft3[] = {"",1,1};
soundImpactSoft4[] = {"",1,1};
soundImpactSoft5[] = {"",1,1};
soundImpactSoft6[] = {"",1,1};
soundImpactSoft7[] = {"",1,1};
soundImpactWater1[] = {"",1,1};
soundImpactWater2[] = {"",1,1};
soundImpactWater3[] = {"",1,1};
soundImpactWoodExt1[] = {"",1,1};
soundImpactWoodExt2[] = {"",1,1};
soundImpactWoodExt3[] = {"",1,1};
soundImpactWoodExt4[] = {"",1,1};
};
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";
};
};