ACE3/TO_MERGE/agm/Movement/config.cpp

224 lines
6.5 KiB
C++

// PATCH CONFIG
class CfgPatches {
class AGM_Movement {
units[] = {};
weapons[] = {};
requiredVersion = 0.10;
requiredAddons[] = {AGM_Core};
version = "0.95";
versionStr = "0.95";
versionAr[] = {0,95,0};
author[] = {"commy2", "KoffeinFlummi", "Tachii"};
authorUrl = "https://github.com/commy2/";
};
};
class CfgFunctions {
class AGM_Movement {
class AGM_Movement {
file = "AGM_Movement\functions";
class blinking;
class canClimb;
class climb;
class fatigueModule;
class heartbeat;
class getWeight;
class handleClimb;
class recoil;
class stumble;
class vision;
};
};
};
class Extended_PostInit_EventHandlers {
class AGM_Movement {
clientInit = "call compile preprocessFileLineNumbers '\AGM_Movement\clientInit.sqf'";
};
};
class AGM_Core_Default_Keys {
class climb {
displayName = "$STR_AGM_Movement_Climb";
condition = "_player == _vehicle";
statement = "[_player] call AGM_Movement_fnc_climb";
key = 47;
shift = 0;
control = 1;
alt = 0;
};
};
/*class CfgInventoryGlobalVariable {
maxSoldierLoad = 1200;
};*/
class CfgFatigue {
MinValue1 = 0.2;
MinValue2 = 0.8;
NormalRunSpeed = 7.2;
TiredRunSpeedLimit = 0.8;
FrequencyMin = 0.2;
FrequencyMax = 1.0;
TotalLoadCoef = 1.1;
MaxDuty = 10;
};
class CfgSounds {
class AGM_Heartbeat {
name = "AGM_Heartbeat";
sound[] = {"AGM_Movement\sounds\heartbeat.ogg",1,1};
titles[] = {};
};
};
class AGM_Core_Options {
class useImperial {
displayName = "$STR_AGM_Movement_UseImperial";
default = 0;
};
};
// leaving this for compatibility
class CfgVehicles {
class Module_F;
class AGM_ModuleFatigue: Module_F {
author = "AGM Team";
category = "AGM";
displayName = "Fatigue System";
function = "AGM_Movement_fnc_fatigueModule";
scope = 2;
isGlobal = 1;
icon = "\AGM_Movement\UI\IconFatigue_ca.paa";
class Arguments {
class CoefFatigue {
displayName = "Getting Tired Coef.";
description = "Multiplier for the rate of getting tired. Default: 1";
defaultValue = 1;
};
class CoefRecover {
displayName = "Recover Coef.";
description = "Multiplier for the time to rest after getting tired. Default: 1";
defaultValue = 1;
};
};
};
};
class CfgMovesBasic {
class ManActions {
AGM_Climb = "AGM_Climb";
};
class Actions {
class RifleStandActionsNoAdjust;
class RifleLowStandActionsNoAdjust;
// WEAPON RAISED - RUNNING
class RifleStandActionsRunF: RifleStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
class RifleStandActionsRunFL: RifleStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
class RifleStandActionsRunFR: RifleStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
// WEAPON RAISED - SPRINTING
class RifleStandEvasiveActionsF: RifleStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
class RifleStandEvasiveActionsFL: RifleStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
class RifleStandEvasiveActionsFR: RifleStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
// WEAPON LOWERED - RUNNING
class RifleLowStandActionsRunF: RifleLowStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
class RifleLowStandActionsRunFL: RifleLowStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
class RifleLowStandActionsRunFR: RifleLowStandActionsNoAdjust {
getOver = "AovrPercMrunSrasWrflDf";
};
};
};
class CfgMovesMaleSdr: CfgMovesBasic {
class StandBase;
class States {
// better slow walk with lowered rifle animation
class AmovPercMstpSrasWrflDnon;
class AmovPercMrunSrasWrflDf: AmovPercMstpSrasWrflDnon {
InterpolateTo[] = {"AovrPercMrunSrasWrflDf",0.22,"AmovPercMrunSlowWrflDf",0.025,"AmovPercMwlkSrasWrflDf",0.025,"AmovPknlMrunSrasWrflDf",0.03,"AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon",0.02,"AmovPercMevaSrasWrflDf",0.025,"Unconscious",0.01,"AmovPercMtacSrasWrflDf",0.02,"AmovPercMrunSrasWrflDfl",0.02,"AmovPercMrunSrasWrflDfl_ldst",0.02,"AmovPercMrunSrasWrflDfr",0.02,"AmovPercMrunSrasWrflDfr_ldst",0.02,"AmovPercMstpSrasWrflDnon",0.02,"AmovPercMrunSrasWrflDl",0.02,"AmovPercMrunSrasWrflDbl",0.02,"AmovPercMrunSrasWrflDb",0.02,"AmovPercMrunSrasWrflDbr",0.02,"AmovPercMrunSrasWrflDr",0.02,"AmovPknlMstpSlowWrflDnon_relax",0.1,"AmovPercMrunSrasWrflDf_ldst",0.02,"AmovPercMrunSrasWrflDf",0.02};
};
class AmovPercMstpSlowWrflDnon;
class AmovPercMwlkSlowWrflDf: AmovPercMstpSlowWrflDnon {
speed = 0.3; //0.206897;
file = "\A3\anims_f\Data\Anim\Sdr\Mov\Erc\Wlk\Low\Rfl\AmovPercMwlkSlowWrflDf_ver2";
leftHandIKCurve[] = {1};
};
class AmovPercMwlkSlowWrflDfl: AmovPercMwlkSlowWrflDf {
leftHandIKCurve[] = {};
};
class AmovPercMwlkSlowWrflDfr: AmovPercMwlkSlowWrflDf {
leftHandIKCurve[] = {};
};
class AmovPercMwlkSlowWrflDb: AmovPercMwlkSlowWrflDf {
leftHandIKCurve[] = {};
};
class AmovPercMwlkSlowWrflDbl: AmovPercMwlkSlowWrflDf {
leftHandIKCurve[] = {};
};
class AmovPercMwlkSlowWrflDbr: AmovPercMwlkSlowWrflDf {
leftHandIKCurve[] = {};
};
class AmovPercMwlkSlowWrflDl: AmovPercMwlkSlowWrflDf {
leftHandIKCurve[] = {};
};
class AmovPercMwlkSlowWrflDr: AmovPercMwlkSlowWrflDf {
leftHandIKCurve[] = {};
};
// enable optics in prone left and right stance
class AidlPpneMstpSrasWrflDnon_G0S;
class AadjPpneMstpSrasWrflDleft: AidlPpneMstpSrasWrflDnon_G0S {
enableOptics = 1;
};
class AadjPpneMstpSrasWrflDright: AidlPpneMstpSrasWrflDnon_G0S {
enableOptics = 1;
};
class AadjPpneMstpSrasWrflDup;
class AadjPpneMstpSrasWrflDdown: AadjPpneMstpSrasWrflDup {
enableOptics = 1;
};
class AidlPpneMstpSrasWpstDnon_G0S;
class AadjPpneMstpSrasWpstDleft: AidlPpneMstpSrasWpstDnon_G0S {
enableOptics = 2;
};
class AadjPpneMstpSrasWpstDright: AidlPpneMstpSrasWpstDnon_G0S {
enableOptics = 2;
};
class AadjPpneMstpSrasWpstDup;
class AadjPpneMstpSrasWpstDdown: AadjPpneMstpSrasWpstDup {
enableOptics = 2;
};
// climb animation
class AmovPercMstpSnonWnonDnon: StandBase {
ConnectTo[] += {"AGM_Climb",0.02};
};
class AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium;
class AGM_Climb: AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium {
canReload = 0;
forceAim = 1;
};
};
};