ACE3/addons/overheating/CfgWeapons.hpp
johnb432 1dae884fff
General - Add replacement items for editor inventory management (#10216)
Add replacement items for editor inventory management
2024-08-21 22:48:36 -05:00

118 lines
3.9 KiB
C++

class CfgWeapons {
class PistolCore;
class Pistol: PistolCore {
//Closed Bolt (Closed Bolt will cook off if too hot)
//Pistols are nearly universally closed bolt.
GVAR(closedBolt) = 1;
};
class Pistol_Base_F: Pistol {};
class hgun_Pistol_heavy_02_F: Pistol_Base_F {
GVAR(jamTypesAllowed)[] = {"Fire", "Dud"};
};
class hgun_Pistol_Signal_F: Pistol_Base_F {
GVAR(jamTypesAllowed)[] = {"Fire", "Dud"};
};
class RifleCore;
class Rifle: RifleCore {
//Mean Rounds Between Stoppages (this will be scaled based on the barrel temp)
GVAR(mrbs) = 3000;
//Dispersion Factor (this will be scaled based on the barrel temp)
GVAR(dispersion) = 1;
//Slowdown Factor (this will be scaled based on the barrel temp)
GVAR(slowdownFactor) = 1;
//Closed Bolt, most weapons are closed bolt
GVAR(closedBolt) = 1;
};
class Rifle_Base_F;
class Rifle_Long_Base_F: Rifle_Base_F {
GVAR(dispersion) = 0.75;
// Open Bolt, most machine guns are open bolt, which cannot normally cook off, and use this as a parent class
// A lot of sniper rifles also use this as a parent class, they will need to be indivisually set to closed bolt, but it's probably not an issue as they are unlikely to overheat
GVAR(closedBolt) = 0;
};
class arifle_MX_Base_F: Rifle_Base_F {
// Custom jam clearing action. Default uses reload animation.
ACE_clearJamAction = "GestureReloadMX";
};
class arifle_MX_SW_F: arifle_MX_Base_F {
// Custom jam clearing action. Use empty string to undefine.
ACE_clearJamAction = "";
// 1 to enable barrel swap. 0 to disable. Meant for machine guns where you can easily swap the barrel without dismantling the whole weapon.
GVAR(allowSwapBarrel) = 1;
GVAR(dispersion) = 0.75;
};
class DMR_01_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_02_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_03_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_04_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_05_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_06_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_07_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class EBR_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class GM6_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class LRR_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class MMG_01_base_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class MMG_02_base_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class LMG_Zafir_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class LMG_Mk200_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class LMG_03_Base_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class sgun_HunterShotgun_01_base_F: Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
GVAR(jamTypesAllowed)[] = {"Fire", "Dud"};
};
class ACE_ItemCore;
class CBA_MiscItem_ItemInfo;
// Deprecated, 3.16.0 Arsenal supports showing magazines as misc. items
// However, since base game doesn't support misc. items, it's still needed to filling inventories in the editor
class ACE_SpareBarrel_Item: ACE_ItemCore {
displayName = CSTRING(SpareBarrelName);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeArsenal = 0;
descriptionShort = CSTRING(SpareBarrelDescription);
picture = QPATHTOF(UI\spare_barrel_ca.paa);
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 25;
};
};
};