fix(braf_air2) Naming clonvention for all classes and paths to use lowercase letters.
This commit is contained in:
+4
-4
@@ -1,6 +1,6 @@
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class StageTI
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{
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texture="braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\Data\Textures\AMF_PGM_ULTIMA_RATIO_co.paa";
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texture="braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\data\textures\amf_pgm_ultima_ratio_co.paa";
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};
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ambient[]={1,1,1,1};
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diffuse[]={1,1,1,1};
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@@ -12,7 +12,7 @@ PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture="braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\Data\Textures\AMF_PGM_ULTIMA_RATIO_nohq.paa";
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texture="braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\data\textures\amf_pgm_ultima_ratio_nohq.paa";
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uvSource="tex";
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class uvTransform
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{
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@@ -48,7 +48,7 @@ class Stage3
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};
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class Stage4
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{
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texture="braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\Data\Textures\AMF_PGM_ULTIMA_RATIO_as.paa";
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texture="braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\data\textures\amf_pgm_ultima_ratio_as.paa";
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uvSource="tex";
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class uvTransform
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{
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@@ -60,7 +60,7 @@ class Stage4
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};
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class Stage5
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{
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texture="braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\Data\Textures\AMF_PGM_ULTIMA_RATIO_smdi.paa";
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texture="braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\data\textures\amf_pgm_ultima_ratio_smdi.paa";
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uvSource="tex";
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class uvTransform
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{
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@@ -1,7 +1,7 @@
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bg_fnc_playweaponsound = compile preprocessFileLineNumbers "\braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\fn_playweaponsound.sqf";
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bg_fnc_onFiredAction = compile preprocessFileLineNumbers "\braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\fn_onFiredAction.sqf";
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bg_wepframe_fired_eh = compile preprocessFileLineNumbers "\braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\fired.sqf";
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bg_fnc_block_reloadaction = compile preprocessFileLineNumbers "\braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\fn_block_reloadaction.sqf";
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bg_fnc_playweaponsound = compile preprocessFileLineNumbers "\braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\fn_playweaponsound.sqf";
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bg_fnc_onFiredAction = compile preprocessFileLineNumbers "\braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\fn_onfiredaction.sqf";
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bg_wepframe_fired_eh = compile preprocessFileLineNumbers "\braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\fired.sqf";
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bg_fnc_block_reloadaction = compile preprocessFileLineNumbers "\braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\fn_block_reloadaction.sqf";
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[] spawn
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{
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"bg_wep_playsound" addPublicVariableEventHandler {_this spawn bg_fnc_playweaponsound};
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@@ -4,6 +4,7 @@ class CfgPatches
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{
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class AMF_PGM_ULTIMA_RATIO
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{
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author = "BRAF TEAM";
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units[] = {};
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weapons[] =
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{
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@@ -21,7 +22,7 @@ class CfgPatches
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class Extended_PreInit_EventHandlers
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{
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bg_wepframework_init = "call ('\braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\XEH_INIT.sqf' call SLX_XEH_COMPILE)";
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bg_wepframework_init = "call ('\braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\xeh_init.sqf' call slx_xeh_compile)";
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};
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class Extended_FiredBIS_Eventhandlers
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@@ -50,15 +51,15 @@ class CfgWeapons
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{
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ACE_barrelTwist = 290;
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ACE_barrelLength = 550;
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author = "Wisexe & AMF Team";
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author = "BRAF TEAM";
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scope = 2;
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_generalMacro = "AMF_PGM_ULTIMA_RATIO_01_F";
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model = "\braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\PGM_UltimaRatio.p3d";
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model = "\braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\pgm_ultimaratio.p3d";
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displayName = "PGM Ultima Ratio";
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picture = "\braf\braf_weapons_sniper_rifles\762mm_PGM_Ultima_Ratio\Data\UI\AMF_PGM_ULTIMA_RATIO_GEAR.paa";
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picture = "\braf\braf_weapons_sniper_rifles\762mm_pgm_ultima_ratio\data\ui\amf_pgm_ultima_ratio_gear.paa";
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deployedPivot = "bipod"; /// what point should be used to be on surface while unfolded
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//soundBipodDown[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_BLU_down", db - 3, 1, 20}; /// what sound should be played during unfolding
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//soundBipodUp[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_BLU_up", db - 3, 1, 20}; /// what sound should be played during folding
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//soundBipodDown[] = {"a3\sounds_f_mark\arsenal\sfx\bipods\bipod_blu_down", db - 3, 1, 20}; /// what sound should be played during unfolding
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//soundBipodUp[] = {"a3\sounds_f_mark\arsenal\sfx\bipods\bipod_blu_up", db - 3, 1, 20}; /// what sound should be played during folding
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magazines[] =
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{
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"10Rnd_762x51_Mag",
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@@ -92,7 +93,7 @@ class CfgWeapons
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handAnim[] =
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{
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"OFP2_ManSkeleton",
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"\braf\braf_weapons_anim\animations\762mm_PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO.rtm",
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"\braf\braf_weapons_anim\animations\762mm_pgm_ultimaratio\amf_pgm_ultima_ratio.rtm",
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};
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opticsPPEffects[] = {};
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opticsFlare = 1;
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@@ -109,52 +110,52 @@ class CfgWeapons
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distanceZoomMin = 500;
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distanceZoomMax = 500;
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modes[] = {"Single", "single_close_optics1", "single_medium_optics1", "single_far_optics1"};
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reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\LongRangeRifles\M320\M320_reload", 2, 1, 10};
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drySound[] = {"A3\Sounds_F\arsenal\weapons\LongRangeRifles\M320\M320_dry", 1.5011872, 1, 20};
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reloadMagazineSound[] = {"a3\sounds_f\arsenal\weapons\longrangerifles\m320\m320_reload", 2, 1, 10};
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drySound[] = {"a3\sounds_f\arsenal\weapons\longrangerifles\m320\m320_dry", 1.5011872, 1, 20};
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class Single : Mode_SemiAuto
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{
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sounds[] = {"StandardSound"};
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class BaseSoundModeType
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{
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closure1[] = {"\braf\braf_weapons_sound\weapons\PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO.wss", 1.0, 1, 30};
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closure2[] = {"\braf\braf_weapons_sound\weapons\PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO.wss", 1.0, 1, 30};
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closure1[] = {"\braf\braf_weapons_sound\weapons\pgm_ultimaratio\amf_pgm_ultima_ratio.wss", 1.0, 1, 30};
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closure2[] = {"\braf\braf_weapons_sound\weapons\pgm_ultimaratio\amf_pgm_ultima_ratio.wss", 1.0, 1, 30};
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soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
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};
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class StandardSound : BaseSoundModeType
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{
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begin1[] = {"\braf\braf_weapons_sound\weapons\PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO.wss", 3.0118723, 1, 2200};
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begin2[] = {"\braf\braf_weapons_sound\weapons\PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO.wss", 3.0118723, 1, 2200};
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begin3[] = {"\braf\braf_weapons_sound\weapons\PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO.wss", 3.0118723, 1, 2200};
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begin1[] = {"\braf\braf_weapons_sound\weapons\pgm_ultimaratio\amf_pgm_ultima_ratio.wss", 3.0118723, 1, 2200};
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begin2[] = {"\braf\braf_weapons_sound\weapons\pgm_ultimaratio\amf_pgm_ultima_ratio.wss", 3.0118723, 1, 2200};
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begin3[] = {"\braf\braf_weapons_sound\weapons\pgm_ultimaratio\amf_pgm_ultima_ratio.wss", 3.0118723, 1, 2200};
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soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin2", 0.34};
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class SoundTails
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{
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class TailInterior
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{
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sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_interior", 2.2387211, 1, 2200};
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sound[] = {"a3\sounds_f_mark\arsenal\weapons\longrangerifles\dmr_02_mar10\dmr_02_tail_interior", 2.2387211, 1, 2200};
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frequency = 1;
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volume = "interior";
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};
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class TailTrees
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{
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sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_trees", 2.2387211, 1, 2200};
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sound[] = {"a3\sounds_f_mark\arsenal\weapons\longrangerifles\dmr_02_mar10\dmr_02_tail_trees", 2.2387211, 1, 2200};
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frequency = 1;
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volume = "(1-interior/1.4)*trees";
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};
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class TailForest
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{
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sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_forest", 2.2387211, 1, 2200};
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sound[] = {"a3\sounds_f_mark\arsenal\weapons\longrangerifles\dmr_02_mar10\dmr_02_tail_forest", 2.2387211, 1, 2200};
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frequency = 1;
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volume = "(1-interior/1.4)*forest";
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};
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class TailMeadows
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{
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sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_meadows", 2.2387211, 1, 2200};
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sound[] = {"a3\sounds_f_mark\arsenal\weapons\longrangerifles\dmr_02_mar10\dmr_02_tail_meadows", 2.2387211, 1, 2200};
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frequency = 1;
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volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
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};
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class TailHouses
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{
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sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_houses", 2.2387211, 1, 2200};
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sound[] = {"a3\sounds_f_mark\arsenal\weapons\longrangerifles\dmr_02_mar10\dmr_02_tail_houses", 2.2387211, 1, 2200};
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frequency = 1;
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volume = "(1-interior/1.4)*houses";
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};
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@@ -178,11 +179,11 @@ class CfgWeapons
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mass = 160;
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class MuzzleSlot : MuzzleSlot
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{
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linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; /// this can be set, but having some common helps a bit
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linkProxy = "\a3\data_f\proxies\weapon_slots\muzzle"; /// this can be set, but having some common helps a bit
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compatibleItems[] = {}; /// A custom made suppressor for this weapon
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iconPosition[] = {0.0, 0.45}; /// position of the slot icon inside of the weapon icon, relative to top-left corner in {right, down} format
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iconScale = 0.2; /// scale of icon described in iconPicture
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iconPicture = "\A3\Weapons_F\Data\UI\attachment_muzzle.paa"; /// icon for selected slot
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iconPicture = "\a3\weapons_f\data\ui\attachment_muzzle.paa"; /// icon for selected slot
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iconPinpoint = "Center"; /// top, bottom, left, right, center alignment of the icon on snap point
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};
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class CowsSlot : CowsSlot /// default accessories for this slot
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