// *** VANILLA ***
// WW4 animations and original OFP models and sounds, without any extra feature

// MOD_TITLE
#define WW4_VERSION "WW4 Animations"

// EVENT HANDLERS
#define EH 

// TRACERS
#define TRACERS_W tracerColor[]={0.8,0.5,0.1,0.25}; tracerColorR[]={0,0,0,0.005};
#define TRACERS_E tracerColor[]={0.2,0.8,0.1,0.25};	tracerColorR[]={0,0,0,0.005};
#define TRACERS_R tracerColor[]={0.7,0.7,0.5,0.04}; tracerColorR[]={0,0,0,0.005};

// CONFIG MODELS
#define CONFIG_MODELS 

// WEST INFANTRY
#define SOLDIERWB model="MC vojakW2"; hiddenSelections[]={"medic"};
#define SOLDIERWMEDIC hiddenSelections[]={};
#define SOLDIERWCREW model="MC tankistaW2";
#define SOLDIERWPILOT model="MC pilotW2";
#define SOLDIERWSNIPER model="mc sniperw2.p3d";
#define SOLDIERWSABOTEUR model="mc saboteur.p3d";
#define SOLDIERWSABOTEURDAY model="mc saboteurday.p3d";
#define SOLDIERWMINER 
#define OFFICERW model="mc vojakwo2.p3d";
#define SOLDIERWCAPTIVE hiddenSelections[]={};

// EAST INFANTRY
#define SOLDIEREB model="MC vojakE2"; hiddenSelections[]={"medic"};
#define SOLDIEREMEDIC hiddenSelections[]={};
#define SOLDIERECREW model="MC tankistaE2.p3d";
#define SOLDIEREPILOT model="mc pilote2.p3d";
#define SOLDIEREMINER 
#define OFFICERE model="mc vojakeo2.p3d";
#define SOLDIERESNIPER model="mc snipere2.p3d";
#define SOLDIERESABOTEUR model="mc specnas2.p3d";
#define SOLDIERESABOTEURBIZON model="mc specnas2.p3d"; hiddenSelections[]={"medic"};
#define SOLDIEREFAKEW model="MC vojakW2";
#define HEAVYGRENADIER model="MC vojakE2"; hiddenSelections[]={"medic"};
#define OFFICERENIGHT model="mc vojakeo2.p3d";

// RESISTANCE INFANTRY
#define SOLDIERGB model="MC vojakG2"; hiddenSelections[]={"medic"};
#define SOLDIERGMEDIC hiddenSelections[]={};
#define SOLDIERGCREW model="MC crewg.p3d";
#define SOLDIERGPILOT model="MC vojakG3";
#define SOLDIERGMG model="MC vojakG3";
#define OFFICERG model="mc vojakgo2.p3d";
#define SOLDIERGHUNTER model="MC vojakG3";
#define SOLDIERGSNIPER model="\O_wp\mc_specG";
#define SOLDIERGFAKEE model="MC vojakE2";
#define SOLDIERGLAW model="MC vojakG2";
#define SOLDIERGAT model="MC vojakG2";
#define OFFICERGNIGHT model="mc vojakgo2.p3d";

// CIVILIANS
#define CIVILIAN_MODEL model="MC civil";
#define CIVILIAN2_MODEL model="MC civil2";
#define CIVILIAN3_MODEL model="MC civil3";

// VEHICLES
#define M1_MODEL model="M1_abrams";
#define M60_MODEL model="M60";
#define M113_MODEL model="m113";
#define M113_AMBU_MODEL model="M113_ambulance";
#define BMP1_MODEL model="bmp"; hiddenSelections[]={"pruh"};
#define BMP1_AMBU_MODEL model="bmp_Ambu";
#define T72_MODEL model="t72"; hiddenSelections[]={"pruh"};
#define T72_RES_MODEL model="t72"; hiddenSelections[]={};
#define MI24_MODEL model="mi24_HIND";
#define T55_MODEL model="t55";
#define T80_MODEL model="t80"; hiddenSelections[]={"pruh"};
#define ZSU_MODEL model="zsu";


#define BMP2_MODEL model="\bmp2\bmp2";
#define BRDM_MODEL model="\brmd\brmd.p3d";

// WEAPONS
#define M16_RIFLE model="m16_proxy"; modelOptics="optika_m16";
#define M16_GL_RIFLE model="m16_granatomet_proxy";
#define M16_RIFLE_MAG_S sound[]={"Weapons\M16Single",1.0,1};
#define M16_RIFLE_MAG_B sound[]={"Weapons\M16Burst",1.0,1};
#define M16_RIFLE_MAG_G sound[]={"weapons\M16GrenadeLaunch",0.0003162,1};

#define M4_RIFLE model="XM-177E2_proxy"; modelOptics="optika_m16";
#define M4_RIFLE_MAG_S sound[]={"Weapons\M16Single",1.0,1};
#define M4_RIFLE_MAG_A sound[]={"Weapons\M16Single",1.0,1};

#define AK47_RIFLE model="AK_47_proxy"; modelOptics="optika_ak47";
#define AK47_CZ_RIFLE model="AK_47_v58_proxy"; modelOptics="optika_ak47";
#define AK47_GL_RIFLE model="ak_47_granatomet_proxy";
#define AK47_RIFLE_MAG_S sound[]={"Weapons\AK74Single",1.0,1};
#define AK47_RIFLE_MAG_B sound[]={"Weapons\AK74Burst",1.0,1};
#define AK47_RIFLE_MAG_A sound[]={"Weapons\AK74Single",1.0,1};
#define AK47_RIFLE_MAG_G 

#define AK74_RIFLE model="AK_74_proxy"; modelOptics="optika_ak47";
#define AK74_GL_RIFLE model="ak_74_granatomet_proxy";
#define AK74_RIFLE_MAG_S sound[]={"Weapons\AK74Single",1.0,1};
#define AK74_RIFLE_MAG_B sound[]={"Weapons\AK74Burst",1.0,1};
#define AK74_RIFLE_MAG_A sound[]={"Weapons\AK74Single",1.0,1};
#define AK74_RIFLE_MAG_G 

#define AK74SU_RIFLE model="AK_74_SU_proxy"; modelOptics="optika_ak47";

#define HK_SMG model="HKM5_SD6_proxy"; modelOptics="optika_HK";
#define HK_SMG_MAG_S sound[]={"Weapons\hk_singleshot",0.0003162,1}; soundContinuous=0;
#define HK_SMG_MAG_A sound[]={"Weapons\hk_fullauto",0.0003162,1}; soundContinuous=1;

#define M21_SNIPER model="M21_proxy"; modelOptics="optika_snpierw"; sound[]={"Weapons\m21",1.0,1};

#define SVD_SNIPER model="SVD_dragunov_proxy"; modelOptics="optika_snpiere";

#define M60_MG model="M60_MG_proxy"; modelOptics="optika_M60_MG";

#define PKM_MG model="PK_MG_proxy"; modelOptics="optika_PK"; sound[]={"Weapons\AK74full",3.1622777,1};

#define LAW_ROCKETLAUNCHER model="law_proxy"; modelOptics="optika_LAW"; sound[]={"Weapons\at_launch",0.01,1}; reloadMagazineSound[]={"Weapons\at_load",0.0003162,1};

#define RPG_ROCKETLAUNCHER model="RPG7_proxy"; modelOptics="optika_RPG"; displayName="$STR_DN_RPG"; displayNameMagazine="$STR_MN_RPG"; shortNameMagazine="$STR_SN_RPG";

#define CARLGUSTAV_ROCKETLAUNCHER model="carlgustav84_proxy"; modelOptics="optika_CarlGustav"; displayName="$STR_DN_CARL_GUSTAV"; displayNameMagazine="$STR_MN_CARL_GUSTAV"; shortNameMagazine="$STR_SN_CARL_GUSTAV";

#define AT4_ROCKETLAUNCHER model="AT-4_SpigotB_proxy"; modelOptics="optika_AT4_Spigot_B"; displayName="$STR_DN_AT4"; displayNameMagazine="$STR_MN_AT4"; shortNameMagazine="$STR_SN_AT4";

#define AALAUNCHER_W model="Stinger_proxy"; modelSpecial=""; modelOptics="optika_stinger";
#define AALAUNCHER_E model="9K32_Strela_proxy"; modelSpecial=""; modelOptics="optika_strela";

#define M2_MAG sound[]={"Weapons\m2-50-loop",3.1622777,1};

#define PKT_MAG sound[]={"Weapons\M60mgun",3.1622777,1};

#define M240_MAG sound[]={"Weapons\m2-50-loop",3.1622777,1};

#define BMP2_MAG sound[]={"\bmp2\bmp2_cannon",3.1622777,1};


#define UZI_SMG_MAG_S sound[]={"\O\Guns\uzi_single.wss",1.0,1};
#define UZI_SMG_MAG_A sound[]={"\o\Guns\uzi_single.wss",1.0,1};

#define CZ75_PISTOL_MAG sound[]={"\O\Guns\cz75_berreta.wss",10.0,1};
#define TOKAREV_PISTOL_MAG sound[]={"\O\Guns\tokarev.wss",10.0,1};
#define BERETTA_PISTOL_MAG sound[]={"\O\Guns\cz75_berreta.wss",10.0,1};
#define GLOCK_PISTOL_MAG sound[]={"\O\Guns\glock.wss",10.0,1};
#define GLOCKSD_PISTOL_MAG sound[]={"\O\Guns\uzi_single.wss",10.0,1};

#define HUNTING_RIFLE sound[]={"\O_wp\snip_reload.wav",1.0,1};

#define KOZLICE_SHOTGUN_MAG_B sound[]={"\kozl\kozl_single",1.0,1};
#define KOZLICE_SHOTGUN_MAG_S sound[]={"\kozl\kozl_single",1.0,1};

#define KOZLICE_SHOTGUN_MAG_S sound[]={"\kozl\kozl_single",1.0,1};

#define STEYR_RIFLE_MAG_S sound[]={"\Steyr\Steyr",1.0,1};
#define STEYR_RIFLE_MAG_A sound[]={"\Steyr\Steyr",1.0,1};

#define HKG3_RIFLE_MAG_S sound[]={"\O\Guns\fal_g3_single.wss",10.0,1};
#define HKG3_RIFLE_MAG_A sound[]={"\O\Guns\fal_g3_single.wss",10.0,1};

#define FAL_RIFLE model="\O\Guns\FAL"; 
#define FAL_RIFLE_MAG_S sound[]={"\O\Guns\fal_g3_single.wss",10.0,1};
#define FAL_RIFLE_MAG_A sound[]={"\O\Guns\fal_g3_single.wss",10.0,1};

#define G36_RIFLE_MAG_S sound[]={"\G36A\g36a.wss",1.0,1};
#define G36_RIFLE_MAG_B sound[]={"\G36A\g36a_burst.wss",1.0,1};
#define G36_RIFLE_MAG_A sound[]={"\G36A\g36a_full.wss",1.0,1};

#define INGRAM_SMG_MAG_S sound[]={"\O\Guns\skorpion_single.wss",1.0,1};
#define INGRAM_SMG_MAG_A sound[]={"\O\Guns\skorpion_single.wss",1.0,1};

#define NVGOGGLES_MODEL modelOptics="optika_night";

// GLASSES
#define GLASSES \
	class Spectacles \
		{ \
		name="$STR_CFG_GLASSES_SPECTACLES"; \
		texture="civilista_bryle"; \
		}; \
	class Sunglasses \
		{ \
		name="$STR_CFG_GLASSES_SUNGLASSES"; \
		texture="civilista_zrcadlovky"; \
		};

// ADDONS
#define PRELOADBANKS_CUSTOM 
#define PRELOADADDONS_CUSTOM 

// NON AI VEHICLES
#define NONAIVEHICLES 

// WORLDS
#define EDEN_WORLD worldName="eden.wrp";
#define CAIN_WORLD worldName="cain.wrp";

// WOUNDS
#define WOUNDS 

// MUSIC
#define MUSIC_NEW 

// SOUNDS
#define SOUNDS_ALL \
		soundHit1[]={"weapons\bulletricochet1",0.0316228,1}; \
		soundHit2[]={"weapons\bulletricochet2",0.0316228,1}; \
		soundHit3[]={"weapons\bulletricochet3",0.0316228,1}; \
		soundHitMan1[]={"weapons\bullethitman1",0.0125893,1}; \
		soundHitMan2[]={"weapons\bullethitman2",0.0125893,1}; \
		soundHitArmor1[]={"weapons\small_impact1",0.0316228,1}; \
		soundHitArmor2[]={"weapons\Big_Impact2",0.0316228,1}; \
		soundHitBuilding1[]={"weapons\bulletricochet4",0.0316228,1}; \
		soundHitBuilding2[]={"weapons\bulletricochet5",0.0316228,1}; \
		hitGround[]={"soundHit1",0.33,"soundHit2",0.33,"soundHit3",0.33}; \
		hitMan[]={"soundHitMan1",0.5,"soundHitMan2",0.5}; \
		hitArmor[]={"soundHitArmor1",0.7,"soundHitArmor2",0.3}; \
		hitBuilding[]={"soundHitBuilding1",0.5,"soundHitBuilding2",0.5}; \
		soundFly[]={"objects\bulletnoise",0.2511886,0.7};
	
#define SOUNDS_ROCKETS \
		soundHit[]={"Explosions\explosion_at3",100.0000076,1}; \
		soundFly[]={"weapons\rocketflying",0.01,2}; \
		soundEngine[]={"objects\noise",0.001,1};

#define SOUNDS_SABOT \
		soundHit[]={"Explosions\explosion_large1",100.0000076,1}; \
		soundFly[]={"objects\bulletnoise",0.0316228,4};
	
#define SOUNDS_HEAT 

#define SOUNDS_40MM soundHit[]={"Explosions\expl3",10.0,1}; soundFly[]={"objects\noise",0.0000316,1};

#define SOUNDS_GRENADE 
	
#define SOUNDS_AUTOCANNON soundHit[]={"weapons\Big_Impact2",0.0316228,1};
#define SOUNDS_AUTOCANNON_HE soundHit[]={"\bmp2\bmp2_expl.wss",31.6227779,1};

#define SNDLVL_MOD 
#define INF_SNDS \
class SoundEnvironExt \
			{ \
			normalExt[]={{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1}}; \
			normal[]={{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1}}; \
			road[]={{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1}}; \
			rock[]={{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1}}; \
			water[]={{"People\water_L",0.0000316,1},{"People\water_R",0.0000316,1}}; \
			gravel[]={{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1}}; \
			sand[]={{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1}}; \
			drygrass[]={{"People\drygrass_L",0.0000032,1},{"People\drygrass_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\forest_L",0.0000032,1},{"People\forest_R",0.0000032,1}}; \
			grass[]={{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\drygrass_L",0.0000032,1},{"People\drygrass_R",0.0000032,1}}; \
			forest[]={{"People\forest_L",0.0000032,1},{"People\forest_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1},{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1}}; \
			mud[]={{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1},{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1},{"People\water_L",0.0000316,1},{"People\water_R",0.0000316,1}}; \
			wood[]={{"People\wood_L",0.0000032,1},{"People\wood_R",0.0000032,1}}; \
			metal[]={{"People\metal_L",0.0000032,1},{"People\metal_R",0.0000032,1}}; \
			snow[]={{"People\snow_L",0.0000316,1},{"People\snow_R",0.0000316,1}}; \
			hallway[]={{"People\hall_L",0.0000316,1},{"People\hall_R",0.0000316,1}}; \
			fallbody[]={{"People\fall_to_ground",0.001,1}}; \
			laydown[]={{"People\down",0.00001,1}}; \
			standup[]={{"People\up",0.0000032,1}}; \
			crawl[]={{"People\crawl",0.0000018,1}}; \
			}; \
		soundEnviron[]={"People\dirt_L",0.0003162,1}; \
		soundEngine[]={"People\breath",0.0000178,1}; \
		additionalSound[]={"Objects\noise",0.0,1};

	
// EFFECTS
#define EFFECTS \
	class ThunderboltNorm \
		{ \
		model="blesk1.p3d"; \
		soundNear[]={"Environmental\thundershort",316.2277832,1}; \
		soundFar[]={"Environmental\thunderlong",316.2277832,1}; \
		}; \
	class ThunderboltHeavy \
		{ \
		model="blesk2.p3d"; \
		soundNear[]={"Environmental\thunderhard",316.2277832,1}; \
		soundFar[]={"Environmental\thunder",316.2277832,1}; \
		};
		
// ENVIRONMENT SOUNDS
#define ENVIRONMENT_SOUNDS \
	class Rain \
		{ \
		name="$STR_DN_RAIN"; \
		sound[]={"Environmental\Rain_hard",0.001,1}; \
		soundNight[]={"Environmental\Rain_hard",0.001,1}; \
		}; \
	class Combat \
		{ \
		name="$STR_CFG_ENVSOUNDS_COMBAT"; \
		sound[]={"environmental\battle1",0.01,1}; \
		soundNight[]={"environmental\battle2",0.01,1}; \
		}; \
	class Sea \
		{ \
		name="$STR_DN_SEA"; \
		sound[]={"environmental\wave_break",0.0003162,1}; \
		soundNight[]={"environmental\wave_break",0.0003162,1}; \
		}; \
	class Meadows \
		{ \
		name="$STR_DN_MEADOWS"; \
		sound[]={"animals\crickets07",0.0000562,1}; \
		soundNight[]={"animals\crickets03",0.0000562,1}; \
		}; \
	class Trees \
		{ \
		name="$STR_DN_TREES"; \
		sound[]={"environmental\treesbirds",0.0001778,1}; \
		soundNight[]={"animals\crickets03",0.0001778,1}; \
		}; \
	class Hills \
		{ \
		name="$STR_DN_HILLS"; \
		sound[]={"environmental\wind_heavy",0.0001778,1}; \
		soundNight[]={"environmental\wind_whistle",0.0001778,1}; \
		};
				
// SOUND EFFECTS
#define SFX \
	class CA_AK \
		{ \
		sounds[]={"sound1","sound2"}; \
		name="$STR_CFG_SFX_CA_AK"; \
		sound1[]={"weapons\AK74single",0.1,1,0.5,0,2,5}; \
		sound2[]={"weapons\AK74burst",0.1,1,0.4,0,1,10}; \
		empty[]={"","","","",1,5,20}; \
		}; \
	class CA_M16 \
		{ \
		sounds[]={"sound1","sound2"}; \
		name="$STR_CFG_SFX_CA_M16"; \
		sound1[]={"weapons\M16single",0.1,1,0.5,0,2,5}; \
		sound2[]={"weapons\M16burst",0.1,1,0.4,0,1,10}; \
		empty[]={"","","","",1,5,20}; \
		}; \
	class CA_Expl1 \
		{ \
		sounds[]={"sound1"}; \
		name="$STR_CFG_SFX_CA_EXPL1"; \
		sound1[]={"weapons\explosion_large1",0.1,1,0.5,0,2,5}; \
		empty[]={"","","","",1,5,30}; \
		};
		
// SOUND VOLUME INSIDE VEHICLES
#define SNDLVL_BIKE_INS insideSoundCoef=0.5;
#define SNDLVL_LAND_INS insideSoundCoef=0.5;
#define SNDLVL_AIR_INS insideSoundCoef=0.05;