/* for ghostridergaming By Ghostrider [GRG] Copyright 2016 -------------------------- License -------------------------- All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/ */ class GMSBuild { Version = "7.164"; Build = "269"; Date = "10-12-2023"; }; class CfgPatches { class GMS { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"GMSCore"}; }; }; class CfgFunctions { class GMS { class startup { file = "\GMS\Compiles\Init"; class init { postInit = 1; }; }; class functions { file = "\GMS\Compiles\Functions"; class broadcastServerFPS {}; class cleanEmptyGroups {}; class countAliveAI {}; class createMissionMarkers {}; class deleteMarker {}; class findPositionsAlongARadius {}; class findRandomLocationWithinCircle {}; class findShoreLocation {}; class findWaterDepth {}; class getAllBlckeaglsMarkers {}; class getAllDMSMarkers {}; class getAllMarkersOfSubtype {}; class getIndexFromDifficulty {}; class loadLootItemsFromArray {}; class mainThread {}; class markerSetAliveAICount {}; class messagePlayers {}; class missionCompleteMarker {}; class msgIED {}; class nearestPlayers {}; //class playerInRange {}; //class playerInRangeArray {}; class restoreHiddenObjects {}; class setDirUp {}; class spawnMarker {}; class updateMarkerAliveCount {}; }; class groups { file = "\GMS\Compiles\Groups"; class checkGroupWaypointStatus {}; class cleanEmptyGroups {}; class createGroup {}; // Kept for backwards compatability with static missions if these are kept and not updated. class emplacedWeaponWaypoint {}; // Not sure this is needed - can we do the same thing directly in another script? class findNearestInfantryGroup {}; class groupWaypointMonitor {}; class setNextWaypoint {}; class setupWaypoints {}; class simulationMonitor {}; class spawnGroup {}; }; class missions { file = "\GMS\Compiles\Missions"; class addMIssionToQue {}; //class crateMoved {}; class endMission {}; class fillBoxes {}; class garrisonBuilding_ATLsystem {}; //class garrisonBuilding_relPosSystem {}; class loadLootItemsFromArray {}; class initializeMission {}; class loadMissionCrate {}; class missionCleanup {}; class monitorInitializedMissions {}; class monitorSpawnedMissions {}; class paraDropObject {}; class selectAIBackpacks {}; class selectAILoadout {}; class selectAISidearms {}; class selectAIUniforms {}; class selectAIHeadgear {}; class selectAIVests {}; class selectChanceHeliPatrol {}; class selecctChanceParatroops {}; class selectMissionHelis {}; class selectNumberAirPatrols {}; class selectNumberParatroops {}; class selectVehicleCrewCount {}; //class signalEnd {}; class spawnSmokingObject {}; class spawnCrate {}; class spawnCompositionObjects {}; class spawnEmplacedWeaponArray {}; class spawnGarrisonedUnits {}; class spawnMissionAssets {}; class spawnMines {}; class spawnMissionAI {}; class spawnMissionCrates {}; class spawnMissionHelis {}; class spawnMissionLootVehicles {}; class spawnMissionVehiclePatrols {}; class spawnNewMissions {}; class spawnRandomLandscape {}; class spawnScubaGroup {}; class spawnSimpleObjects {}; class spawnSDVPatrol {}; class spawnSurfacePatrol {}; }; class units { file = "\GMS\Compiles\Units"; class cleanupAliveAI {}; class deleteAI {}; class removeAllAIgear {}; class spawnParaUnits {}; class spawnUnit {}; class unitHit {}; class unitKilled {}; }; class Utils { file = "\GMS\Compiles\Utils"; class log {}; }; class vehicles { file = "\GMS\Compiles\Vehicles"; class alertVehicles {}; class deleteAIVehicle {}; class checkForEmptyVehicle {}; class handleEmptyVehicle {}; class loadVehicleCrew {}; class protectVehicle {}; class releaseVehicleToPlayers {}; class revealNearbyPlayers {}; class scanForPlayersNearVehicles {}; class selectPatrolVehicle {}; class spawnMissionHeli {}; class spawnVehicle {}; class spawnVehiclePatrol {}; class vehicleHit {}; class vehicleKilled {}; class vehicleMonitor {}; }; }; };