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config.cpp
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784 lines (767 loc) · 25.2 KB
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class CfgPatches {
class sGunplay {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {
"DZ_Weapons_Supports",
"DZ_Weapons_Muzzles",
"DZ_Weapons_Firearms_UMP",
"DZ_Weapons_Firearms_cz61",
"DZ_Weapons_Firearms_M16A2",
"DZ_Weapons_Firearms_Famas",
"DZ_Weapons_Firearms_AK74",
"sFramework"
};
};
};
class CfgMods {
class sGunplay {
dir = "MyMODS/sGunplay";
picture = "";
action = "";
hideName = 1;
hidePicture = 1;
name = "sGunplay";
credits = "simonvic";
author = "simonvic";
authorID = "0";
version = "0.1";
extra = 0;
type = "mod";
defines[] = {
"S_GUNPLAY"
};
dependencies[] = {
"World",
"Game",
"Mission"
};
inputs = "MyMODS/sGunplay/scripts/data/inputs.xml";
class defs {
class imageSets{
files[]={
"MyMODS/sGunplay/GUI/imagesets/sGunplay_stats.imageset",
"MyMODS/sGunplay/GUI/imagesets/sCrosshairs.imageset"
};
};
class gameScriptModule {
value = "";
files[] = {
"MyMODS/sGunplay/scripts/3_Game"
};
};
class worldScriptModule {
value = "";
files[] = {
"MyMODS/sGunplay/scripts/4_World"
};
};
class missionScriptModule {
value = "";
files[] = {
"MyMODS/sGunplay/scripts/5_Mission"
};
};
};
};
};
class Cfg_sUDE {
class sGunplay {
enabled = 1;
/*
class DynamicCrosshair {
precisionMetres = 50; // How precise the crosshair placement will be (metres)
smoothness = 0.05; // How smooth the crosshair movement will be
};
class Sway {
amplitude[] = {1.5, 2.8}; //{X, Y} amplitude of sway with no modifiers
frequency[] = {0.2, 1.1}; //{X, Y} frequency of sway with no modifiers
multiplierErect = 1; // Multiplier to be applied when the player is ERECT
multiplierCrouched = 0.3; // Multiplier to be applied when the player is CROUCHED
multiplierProne = 0.1; // Multiplier to be applied when the player is PRONE
decreaseFocusing = 4; // Amount of sway to reduce while holding breath
decayPower = 8; // How much the percentage left of stamina will impact the sway (SWAY_DECAY_POWER ^ stamina_percentage)
minimum = 0.2; // This minimum will be added during the sway multiplication (even while holding breath)
};
class AimingModel {
resetSpeedInspection = 0.1; // how fast the camera will reset from inspection angles to default. 0.1 = fast | 0.4 = slow
resetSpeedFreelook = 0.1; // how fast the camera will reset from freelook angles to default. 0.1 = fast | 0.4 = slow
resetSpeedDeadzone = 0.3; // how fast the camera will reset from deadzone angles to default. 0.1 = fast | 0.4 = slow
class Filters {
class AimingModelFilterBase {
enabled = 1;
};
class HipfireDeadzone : AimingModelFilterBase {
// amount of deadzone to use when hipfiring (in degrees: up, left, right, down)
amountDegree[] = {
25,
-25, 25,
-25
};
};
class WeaponInertia : AimingModelFilterBase {
velocityLimit = 250; // Velocity limit in inertia build up (degree per second ?)
speedAcceleration[] = {0.5, 0.5}; // Speed of acceleration (horizontal and vertical) in inertia build up (smoothTime value)
speedReset[] = {0.2, 0.2}; // Speed of deceleration (horizontal and vertical) in inertia reset (smoothTime value)
speedAccelerationHipfire[] = {0.6, 0.6}; // Speed of acceleration (horizontal and vertical) in inertia build up while hipfiring(smoothTime value)
speedResetHipfire[] = {0.3, 0.3}; // Speed of deceleration (horizontal and vertical) in inertia reset while hipfiring (smoothTime value)
multiplierBase = 1; // Base multiplier of the amount of inertia to be applied
multiplierMinimum = 1; // Minimum value of inertia
multiplierMaximum = 50; // Maximum value of inertia
// Multiplier of the amount of inertia to be applied when the player is ...
multiplierStanding = 1.0; // ... NOT MOVING
multiplierWalking = 1.1; // ... WALKING
multiplierJogging = 1.75; // ... JOGGING
multiplierErect = 1; // ... ERECT
multiplierCrouched = 0.5; // ... CROUCHED
multiplierProne = 0.75; // ... PRONE
multiplierHipfire = 1.0; // ... in HIPFIRE
multiplierWeaponLength = 2; // Multiplier of the amount of inertia to be applied based on weapon length
};
class Movement : AimingModelFilterBase {
multiplier = 2; // Overall strength of the movement modifier
smoothTime = 0.4; // Smooth time of the movement modifier
intensity[] = {
2.5, 2.0, //yaw strength, yaw frequency
3.5, 7.5 //pitch strength, pitch frequency
};
};
class Injury : AimingModelFilterBase {
intensity[] = {
15.0, 2.0, //yaw strength, yaw frequency
2.0, 0.0 //pitch strength, pitch frequency
};
};
class WeaponInteraction : AimingModelFilterBase {
class Sounds {
changeZeroing = "combinationlock_changenumber_SoundSet"; // sound to play when changing zeroing
changeZoom = "combinationlock_changedial_SoundSet"; // sound to play when changing zoom
//changeFiremode = "";
};
};
};
};
class ADS {
weaponInspectConstraintsDegree[] = {
10,
-35, 35,
-5
};
freelookConstraintsDegree[] = {
45,
-45, 45,
-45
};
timeToADS = 0.4; // Entering ADS
timeFromADS = 0.3; // Exiting ADS
time3rd = -0.2; // Summed to timeToADS
timeBackupSight = 0.25; // Opting to backup sight and viceversa
movementMisalignmentStrength = 2; // how strong is misalignment caused by movement
movementMisalignmentFrequency = 1.15; // how fast is misalignment caused by movement
movementMisalignmentSmoothness = 0.3; // how smooth is misalignment caused by movement
lensActivationDelayMS = -250; // Delay in milliseconds for the optic lens (PiP) activation
hideClothingDelayMS = -200; // Delay in milliseconds to hide the clothing
lensStrengthConstraints[] = {0, 4}; // A zoom boost too high can cause pixellated image and wrong reticles (boost < 3 is recommended)
fovReductionOptics = 3; // FoV reduction when in optics
};
class Focus {
// Focus speed when player is ...
speedErect = 0.6; // ... ERECT
speedCrouched = 0.4; // ... CROUCHED
speedProne = 0.1; // ... PRONE
speedMultiplierNoMagnification = 0.70; // Focus speed when using a non-magnifying optic
speedMultiplierIronsight = 0.75; // Focus speed when using ironsight
speedReset = 0.2; // Focus reset speed
};
class Recoil {
// Recoil control function: coefficient * arctan(recoilControl^3 * steepness)
recoilControlCoefficient = 0.5; // Overall impact of the recoil control. Defines the arctan function shape.
recoilControlSteepness = 4.6; // Overall impact of the recoil control. Defines the arctan function shape.
recoilControlMinimum = -1; // minimum value of recoil control. Used on arctan function.
recoilControlMaximum = 1; // maximum value of recoil control. Used on arctan function.
class Modifiers {
class RecoilControlModifierBase {
enabled = 1;
};
class Strength : RecoilControlModifierBase {
weight = 0.25; // how much the strength (soft skill) will affect recoil control
};
class InventoryWeight : RecoilControlModifierBase {
//@todo add weights
};
class Stance : RecoilControlModifierBase {
// how much the recoil control will be affected when player is ...
erect = 0.00; // ... ERECT
crouched = 0.70; // ... CROUCHED
prone = 0.80; // ... PRONE
};
class Movement : RecoilControlModifierBase {
// how much the recoil control will be affected when player is ...
standing = 0.00; // ... NOT MOVING
walking = -0.30; // ... WALKING
jogging = -0.50; // ... JOGGING
};
};
};
*/
};
};
class cfgVehicles {
class Static;
class Inventory_Base : Static {
s_recoilControlMouseX = 0.00;
s_recoilControlMouseY = 0.00;
s_recoilControlStabilityX = 0.00;
s_recoilControlStabilityY = 0.00;
s_recoilControlMisalignmentX = 0.00;
s_recoilControlMisalignmentY = 0.00;
s_recoilControlKick = 0.00;
};
class ItemOptics;
class ItemOptics_Base : ItemOptics {
s_pipOffset[] = {0.0, 0.0}; // Offset of PiP mask position
s_pipLensOffset[] = {0.0, 0.0}; // Offset of PiP magnification lens
s_pipRadius = 0.0; // Radius of PiP
s_pipMagnification = 0.0; // Intensity of magnification
s_pipBlur = 0.01; // Blur of PiP circumference
s_pipChromAber = 0.01; // Chromatic aberration intensity of PiP
};
///////////////////////////////////////////////////////////////////// OPTICS
class ACOGOptic : ItemOptics_Base {
s_pipRadius = 0.314;
s_pipMagnification = 0.314;
s_pipBlur = 0.01;
s_pipChromAber = 0.2;
};
class ACOGOptic_6x : ItemOptics_Base {
s_pipRadius = 0.2;
s_pipMagnification = 0.5;
s_pipBlur = 0.01;
s_pipChromAber = 0.01;
s_nearPlaneOverride = 0.39;
};
class PUScopeOptic : ItemOptics_Base {
s_pipRadius = 0.42;
s_pipMagnification = 0.5;
s_pipBlur = 0.007;
s_pipChromAber = 0.2;
};
class SSG82Optic : ItemOptics {
s_pipRadius = 0.25;
s_pipMagnification = 0.5;
s_pipBlur = 0.03;
s_pipChromAber = 0.2;
s_nearPlaneOverride = 0.23;
};
class KashtanOptic : ItemOptics_Base {
s_pipRadius = 0.5;
s_pipMagnification = 0.5;
s_pipBlur = 0.05;
s_pipChromAber = 0.2;
};
class HuntingOptic : ItemOptics_Base {
s_showEnterMisalignment = 1;
s_isFullscreen = 1;
s_pipRadius = 0.7;
s_pipMagnification = 0.1;
s_pipBlur = 0.05;
s_pipChromAber = 0.3;
};
class MK4Optic_ColorBase : ItemOptics_Base {
s_showEnterMisalignment = 1;
s_isFullscreen = 1;
s_pipRadius = 0.7;
s_pipMagnification = 0.1;
s_pipBlur = 0.05;
s_pipChromAber = 0.3;
};
class PistolOptic : ItemOptics_Base {
s_pipRadius = 0.47;
s_pipMagnification = 0.3;
s_pipBlur = 0.005;
s_pipChromAber = 0.001;
};
class SportingOptic : ItemOptics_Base {
s_pipRadius = 0.40;
s_pipMagnification = 0.314;
s_pipBlur = 0.03;
s_pipChromAber = 0.001;
};
class PSO1Optic : ItemOptics_Base {
s_pipRadius = 0.45;
s_pipMagnification = 0.314;
s_pipBlur = 0.02;
s_pipChromAber = 0.2;
s_nearPlaneOverride = 0.15;
};
class PSO11Optic : ItemOptics_Base {
s_pipRadius = 0.45;
s_pipMagnification = 0.314;
s_pipBlur = 0.02;
s_pipChromAber = 0.2;
s_nearPlaneOverride = 0.15;
};
class PSO6Optic : PSO1Optic {
s_pipRadius = 0.26;
s_pipMagnification = 0.1;
s_pipBlur = 0.03;
s_pipChromAber = 0.001;
s_nearPlaneOverride = 0.25;
};
class KazuarOptic: ItemOptics_Base {
s_isFullscreen = 1;
s_showEnterMisalignment = 1;
s_pipRadius = 1.0;
s_pipMagnification = -0.3;
s_pipBlur = 0.05;
s_pipChromAber = 0.01;
};
class StarlightOptic: ItemOptics_Base {
s_isFullscreen = 1;
s_showEnterMisalignment = 1;
s_pipRadius = 1.0;
s_pipMagnification = -0.3;
s_pipBlur = 0.05;
s_pipChromAber = 0.01;
};
class AugOptic : ItemOptics {
s_pipRadius = 0.6;
s_pipMagnification = 0.25;
s_pipBlur = 0.01;
s_pipChromAber = 0.1;
};
/* Standard buttstock
s_recoilControlStabilityX ~ 0.40;
s_recoilControlStabilityY ~ 0.40;
s_recoilControlMisalignmentX ~ 0.05;
s_recoilControlMisalignmentY ~ 0.15;
s_recoilControlKick ~ 0.60;
*/
/* Standard handguard
s_recoilControlStabilityX ~ 0.20;
s_recoilControlStabilityY ~ 0.20;
s_recoilControlMisalignmentX ~ 0.55;
s_recoilControlMisalignmentY ~ 0.45;
*/
/* standard weapon (bttstck + hndgrd)
s_recoilControlStabilityX ~ 0.60;
s_recoilControlStabilityY ~ 0.60;
s_recoilControlMisalignmentX ~ 0.60;
s_recoilControlMisalignmentY ~ 0.60;
s_recoilControlKick ~ 0.60;
*/
///////////////////////////////////////////////////////////////// BUTTSTOCKS
class M4_OEBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.60;
};
class M4_MPBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.35;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.55;
};
class M4_CQBBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.45;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.20;
s_recoilControlKick = 0.65;
};
class AK_WoodBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.60;
};
class AK_PlasticBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.35;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.55;
};
class AK_FoldingBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.45;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.20;
s_recoilControlKick = 0.65;
};
class AK74_WoodBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.60;
};
class AKS74U_Bttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.60;
};
class MP5k_StockBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.60;
};
class Saiga_Bttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.60;
};
class Fal_OeBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.60;
};
class Fal_FoldingBttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.35;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.55;
};
class PP19_Bttstck : Inventory_Base {
s_recoilControlStabilityX = 0.40;
s_recoilControlStabilityY = 0.40;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
s_recoilControlKick = 0.60;
};
///////////////////////////////////////////////////////////////// HANDGUARDS
class M4_PlasticHndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.50;
s_recoilControlMisalignmentY = 0.45;
};
class M4_RISHndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
};
class M4_MPHndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.50;
s_recoilControlMisalignmentY = 0.40;
};
class AK_WoodHndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
};
class AK_RailHndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.50;
s_recoilControlMisalignmentY = 0.40;
};
class AK_PlasticHndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.50;
s_recoilControlMisalignmentY = 0.45;
};
class AK74_Hndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
};
class MP5_PlasticHndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
};
class MP5_RailHndgrd : Inventory_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
};
/////////////////////////////////////////////////////////////// COMPENSATORS
class ItemSuppressor;
class MP5_Compensator : ItemSuppressor {
s_recoilControlMisalignmentX = 0.25;
s_recoilControlMisalignmentY = 0.05;
};
class Mosin_Compensator : ItemSuppressor {
s_recoilControlStabilityX = 0.05;
s_recoilControlStabilityY = 0.10;
s_recoilControlMisalignmentX = 0.05;
s_recoilControlMisalignmentY = 0.15;
};
};
class cfgWeapons {
class Rifle_Base;
/////////////////////////////////////////////////////////////////////// SMGS
class CZ61_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class PM73Rak_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class PP19_Base : Rifle_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.50;
s_recoilControlMisalignmentY = 0.45;
};
class UMP45_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
//////////////////////////////////////////////////////////////////////// ARS
class VSS_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Aug_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class AugShort : Aug_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class M16A2_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Famas_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class AK74_Base;
class AKS74U : AK74_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
};
class FAL_Base : Rifle_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
};
///////////////////////////////////////////////////////////////////// RIFLES
class B95_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class SawedoffB95 : B95_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
s_recoilControlKick = 0.00;
};
class Ruger1022_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Repeater_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class BoltActionRifle_ExternalMagazine_Base;
class SSG82_Base : BoltActionRifle_ExternalMagazine_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Scout_Base : BoltActionRifle_ExternalMagazine_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class SKS_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class CZ527_Base : BoltActionRifle_ExternalMagazine_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Izh18_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Izh18;
class SawedoffIzh18 : Izh18 {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
s_recoilControlKick = 0.00;
};
class BoltActionRifle_InnerMagazine_Base;
class Mosin9130_Base : BoltActionRifle_InnerMagazine_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class SawedoffMosin9130_Base : Mosin9130_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
s_recoilControlKick = 0.00;
};
class CZ550_Base : BoltActionRifle_ExternalMagazine_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class SVD_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class SV98_Base : BoltActionRifle_ExternalMagazine_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Winchester70_Base : BoltActionRifle_InnerMagazine_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class M14_Base : Rifle_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
/////////////////////////////////////////////////////////////////// SHOTGUNS
class Shotgun_Base;
class Mp133Shotgun_Base : Shotgun_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Saiga_Base : Rifle_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
s_recoilControlKick = 0.00;
};
class R12_Base : Shotgun_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class Izh18Shotgun_Base : Shotgun_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class SawedoffIzh18Shotgun : Izh18Shotgun_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
s_recoilControlKick = 0.00;
};
class Izh43Shotgun_Base : Shotgun_Base {
s_recoilControlStabilityX = 0.60;
s_recoilControlStabilityY = 0.60;
s_recoilControlMisalignmentX = 0.60;
s_recoilControlMisalignmentY = 0.60;
s_recoilControlKick = 0.60;
};
class SawedoffIzh43Shotgun : Izh43Shotgun_Base {
s_recoilControlStabilityX = 0.20;
s_recoilControlStabilityY = 0.20;
s_recoilControlMisalignmentX = 0.55;
s_recoilControlMisalignmentY = 0.45;
s_recoilControlKick = 0.00;
};
};