mirror of
https://github.com/Ghostrider-DbD-/GMS_RC.git
synced 2024-08-30 16:02:11 +00:00
161 lines
4.3 KiB
C++
161 lines
4.3 KiB
C++
/*
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for ghostridergaming
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By Ghostrider [GRG]
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Copyright 2016
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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class GMSBuild {
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Version = "7.18";
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Build = "273";
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Date = "10-20-2023";
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};
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class CfgPatches {
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class GMS {
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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requiredAddons[] = {"GMSCore"};
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};
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};
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class CfgFunctions {
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class GMS {
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class startup {
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file = "GMS\Compiles\Init";
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class init {
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postInit = 1;
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};
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};
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class functions {
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file = "GMS\Compiles\Functions";
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class broadcastServerFPS {};
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class cleanEmptyGroups {};
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class countAliveAI {};
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class createMissionMarkers {};
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class deleteMarker {};
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class findPositionsAlongARadius {};
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class findRandomLocationWithinCircle {};
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class findShoreLocation {};
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class findWaterDepth {};
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class getAllBlckeaglsMarkers {};
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class getAllDMSMarkers {};
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class getAllMarkersOfSubtype {};
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class getIndexFromDifficulty {};
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class loadLootItemsFromArray {};
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class mainThread {};
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class markerSetAliveAICount {};
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class messagePlayers {};
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class missionCompleteMarker {};
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class msgIED {};
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//class nearestPlayers {};
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class restoreHiddenObjects {};
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//class setDirUp {};
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class spawnMarker {};
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class updateMarkerAliveCount {};
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};
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class groups {
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file = "GMS\Compiles\Groups";
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class checkGroupWaypointStatus {};
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class cleanEmptyGroups {};
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class createGroup {}; // Kept for backwards compatability with static missions if these are kept and not updated.
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class emplacedWeaponWaypoint {}; // Not sure this is needed - can we do the same thing directly in another script?
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class findNearestInfantryGroup {};
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class groupWaypointMonitor {};
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class setNextWaypoint {};
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class setupWaypoints {};
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class simulationMonitor {};
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class spawnGroup {};
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};
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class missions {
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file = "GMS\Compiles\Missions";
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class addMIssionToQue {};
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//class crateMoved {};
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class endMission {};
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class fillBoxes {};
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class garrisonBuilding_ATLsystem {};
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//class garrisonBuilding_relPosSystem {};
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class loadLootItemsFromArray {};
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class initializeMission {};
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class loadMissionCrate {};
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class missionCleanup {};
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class monitorInitializedMissions {};
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class monitorSpawnedMissions {};
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class paraDropObject {};
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class selectAIBackpacks {};
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class selectAILoadout {};
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class selectAISidearms {};
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class selectAIUniforms {};
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class selectAIHeadgear {};
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class selectAIVests {};
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class selectChanceHeliPatrol {};
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class selecctChanceParatroops {};
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class selectMissionHelis {};
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class selectNumberAirPatrols {};
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class selectNumberParatroops {};
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class selectVehicleCrewCount {};
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//class signalEnd {};
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class spawnSmokingObject {};
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class spawnCrate {};
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class spawnCompositionObjects {};
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class spawnEmplacedWeaponArray {};
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class spawnGarrisonedUnits {};
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class spawnMissionAssets {};
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class spawnMines {};
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class spawnMissionAI {};
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class spawnMissionCrates {};
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class spawnMissionHelis {};
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class spawnMissionLootVehicles {};
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class spawnMissionVehiclePatrols {};
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class spawnNewMissions {};
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class spawnRandomLandscape {};
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class spawnScubaGroup {};
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class spawnSimpleObjects {};
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class spawnSDVPatrol {};
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class spawnSurfacePatrol {};
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};
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class units {
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file = "GMS\Compiles\Units";
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class cleanupAliveAI {};
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class deleteAI {};
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class removeAllAIgear {};
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class spawnParaUnits {};
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class spawnUnit {};
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class unitHit {};
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class unitKilled {};
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};
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class Utils {
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file = "GMS\Compiles\Utils";
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class log {};
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};
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class vehicles {
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file = "GMS\Compiles\Vehicles";
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class alertVehicles {};
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class deleteAIVehicle {};
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class checkForEmptyVehicle {};
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class handleEmptyVehicle {};
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class loadVehicleCrew {};
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class protectVehicle {};
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class releaseVehicleToPlayers {};
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class revealNearbyPlayers {};
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class scanForPlayersNearVehicles {};
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class selectPatrolVehicle {};
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class spawnMissionHeli {};
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class spawnVehicle {};
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class spawnVehiclePatrol {};
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class vehicleHit {};
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class vehicleKilled {};
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class vehicleMonitor {};
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};
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};
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};
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