// *** WW4 EXTENDED - FX ***
// WW4 animations, WW4 Extended effects and features, plus models for infantry and vehicles and sounds

// MOD_TITLE
#define WW4_VERSION "Extended Effects (WW4 Extended) v1.0"

// EVENT HANDLERS
#define EH class Eventhandlers { init = " if(format[{%1},EXT_on]=={scalar bool array string 0xfcffffef})then{_this call loadfile{\EXT_scripts\init_EXT.sqf}};[_this select 0] call loadfile{\EXT_scripts\eh_choose.sqf} "; };

// TRACERS
#define TRACERS_W tracerColor[]={0.0,0.0,0.0,0.0}; tracerColorR[]={0.0,0.0,0.0,0.0};
#define TRACERS_E tracerColor[]={0.0,0.0,0.0,0.0}; tracerColorR[]={0.0,0.0,0.0,0.0};
#define TRACERS_R tracerColor[]={0.0,0.0,0.0,0.0}; tracerColorR[]={0.0,0.0,0.0,0.0};

// CONFIG MODELS
#define CONFIG_MODELS \
	class wesoldier:Man  \
		{ \
		sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull"}; \
		sectionsInherit="Head"; \
		}; \
	class weofficer:wesoldier {}; \
	class weblackop:wesoldier {}; \
	class weblackopday:wesoldier {}; \
	class wesniper:wesoldier {}; \
	class wecrew:wesoldier {}; \
	class wepilot:wesoldier {}; \
	class easoldier:wesoldier {}; \
	class eaofficer:wesoldier {}; \
	class easpetsnaz:wesoldier {}; \
	class easpetsnazday:wesoldier {}; \
	class easniper:wesoldier {}; \
	class eacrew:wesoldier {}; \
	class eapilot:wesoldier {}; \
	class resoldier:wesoldier {}; \
	class reofficer:wesoldier {}; \
	class rehunter:wesoldier {}; \
	class resniper:wesoldier {}; \
	class recrew:wesoldier {}; \
	class repilot:wesoldier {}; \
	 \
	class BDUsold1:Man { \
		sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","vest","lbe","helmet","cap"}; \
	}; \
	class BDUcrew:Man { \
	sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","vest"}; \
	}; \
	class BDUpilot:Man { \
	sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","mask","visor"}; \
	}; \
	class BDUspecop:Man { \
	sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","cap","boonie","vest","lbe","knee pads"}; \
	}; \
	class sovietsold1:Man { \
		sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","vest","lbe","helmet","hood","back hood","beret"}; \
	}; \
	class sovietgru:Man { \
		sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","vest","hood","back hood","bandana"}; \
	}; \
	class sovietpilot:sovietsold1 { \
	sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","mask","visor","vest"}; \
	}; \
	class sovietcrew:sovietsold1 {}; \
	class guesold:Man { \
		sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","vest","lbe","cap","boonie","beanie"}; \
	}; \
	class guecrew:Man { \
		sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull"}; \
	}; \
	class guepilot:Man { \
		sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","vest","mask"}; \
	}; \
	class guesniper:Man { \
		sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull","vest","lbe"}; \
	}; \
	class optic_M60:Weapon {}; \
	class optic_pk:Weapon {}; \
	class optic_m16:Weapon {}; \
	class optic_m203:Weapon {}; \
	class ww4ext_m16a2:Weapon {}; \
	class WW4_AK47:Weapon {}; \
	class optic_ak:Weapon {}; \
	class WW4_AK47GP25:Weapon {}; \
	class ww4ext_AK74:Weapon {}; \
	class WW4EXT_AK74GP25:Weapon {}; \
	class ww4ext_aks74u:Weapon {}; \
	class optic_aksu:Weapon {}; \
	class WW4_MP5SD:Weapon {}; \
	class optic_hkf:Weapon {}; \
	class law_proxy_closed:Weapon {}; \
	class RPG7launcher_A1:Weapon {}; \
	class RPG7launcher_loaded_A1:Weapon {}; \
	class ww4_atoptic:Weapon {}; \
	class M47_A2:Weapon {}; \
	class M47_loaded_A2:Weapon {}; \
	class ww4_Gustav:Weapon {}; \
	class ww4_FAL:Weapon {}; \
	class optic_gl:Weapon {}; \
	class ww4ext_T55: Tank \
		{ \
		sectionsInherit="Vehicle"; \
		sections[] = {"zadni svetlo","brzdove svetlo","pruh","sideID","n1","n2","n3"}; \
		}; \
	class ww4ext_M60: ww4ext_T55 {}; \
	class ww4ext_t80: ww4ext_T55 {}; \
	class T72_A2: ww4ext_T55 {}; \
	class T721_A2: ww4ext_T55 {}; \
	class T72d_A2: ww4ext_T55 {}; \
	class T72M_A2: ww4ext_T55 {}; \
	class T72M1_A2: ww4ext_T55 {}; \
	class T72Md_A2: ww4ext_T55 {}; \
	class M1A1_A2: ww4ext_T55 {}; \
	class M1A1d_A2: ww4ext_T55 {}; \
	class t55_A2: ww4ext_T55 {}; \
	class t55d_A2: ww4ext_T55 {}; \
	class ww4ext_M113: Tank \
		{ \
		sectionsInherit="Vehicle"; \
		sections[] = {"zadni svetlo","brzdove svetlo","pruh","sideID","gunner shield"}; \
		}; \
	class ww4ext_vulcan: ww4ext_M113 {}; \
	class m113_A1: ww4ext_M113 {}; \
	class m113_ns_A1: ww4ext_M113 {}; \
	class BMP2_A1: ww4ext_M113 \
		{ \
		sections[] = {"zadni svetlo","brzdove svetlo","pruh","sideID","n1","n2","n3"}; \
		}; \
	class BMP2d_A1: BMP2_A1 {}; \
	class ww4ext_bmp: BMP2_A1 {}; \
	class ww4ext_BMP_Ambu: BMP2_A1 {}; \
	class ww4ext_shilka: BMP2_A1 {}; \
	class OFF_brdm2: Car \
	{ \
		sectionsInherit="Car"; \
		sections[] = {"sideID","n1","n2","n3"}; \
	}; \
	class OFF_brdm2_d: OFF_brdm2 {}; \
	

// WEST INFANTRY
#define SOLDIERWB model="\ww4ext_cw_trp\BDUsold1.p3d"; hiddenSelections[]={"medic","vest","cap"};
#define SOLDIERWMEDIC hiddenSelections[]={"vest","cap"};
#define SOLDIERWCREW model="\ww4ext_cw_trp\BDUcrew.p3d"; hiddenSelections[]={"vest"};
#define SOLDIERWPILOT model="\ww4ext_cw_trp\BDUpilot.p3d"; hiddenSelections[]={"mask"};
#define SOLDIERWSNIPER model="\ww4_rpl\wesniper.p3d";
#define SOLDIERWSABOTEUR model="\ww4_rpl\weblackop.p3d";
#define SOLDIERWSABOTEURDAY model="\ww4ext_cw_trp\BDUspecop.p3d"; hiddenSelections[]={"medic","cap","knee pads"};
#define SOLDIERWMINER hiddenSelections[]={"medic","cap"};
#define OFFICERW hiddenSelections[]={"medic","cap"};
#define SOLDIERWCAPTIVE hiddenSelections[]={"medic","vest","helmet","lbe","cap"};

// EAST INFANTRY
#define SOLDIEREB model="\ww4ext_cw_trp\sovietsold1.p3d"; hiddenSelections[]={"medic","vest","hood","beret"};
#define SOLDIEREMEDIC hiddenSelections[]={"vest","hood","beret"};
#define SOLDIERECREW model="\ww4ext_cw_trp\sovietcrew.p3d";
#define SOLDIEREPILOT model="\ww4ext_cw_trp\sovietpilot.p3d"; hiddenSelections[]={"mask","vest"};
#define SOLDIEREMINER hiddenSelections[]={"medic","hood","beret"};
#define OFFICERE model="\ww4ext_cw_trp\sovietsold1.p3d"; hiddenSelections[]={"medic","hood","helmet"};
#define SOLDIERESNIPER model="\ww4_rpl\easniper.p3d";
#define SOLDIERESABOTEUR model="\ww4ext_cw_trp\sovietgru.p3d"; hiddenSelections[]={"medic","hood","bandana"};
#define SOLDIERESABOTEURBIZON model="\ww4ext_cw_trp\sovietgru.p3d"; hiddenSelections[]={"medic","back hood"};
#define SOLDIEREFAKEW model="\ww4ext_cw_trp\BDUsold1.p3d";
#define HEAVYGRENADIER model="\ww4ext_cw_trp\sovietsold1.p3d"; hiddenSelections[]={"medic","vest","hood","beret"};
#define OFFICERENIGHT model="\ww4ext_cw_trp\sovietsold1.p3d"; hiddenSelections[]={"medic","hood","helmet"};

// RESISTANCE INFANTRY
#define SOLDIERGB model="\ww4ext_cw_trp\guesold.p3d"; hiddenSelections[]={"medic","vest","cap","beanie"};
#define SOLDIERGMEDIC hiddenSelections[]={"vest","cap","beanie"};
#define SOLDIERGCREW model="\ww4ext_cw_trp\guecrew.p3d";
#define SOLDIERGPILOT model="\ww4ext_cw_trp\guepilot.p3d"; hiddenSelections[]={"mask","vest"};
#define SOLDIERGMG model="\ww4ext_cw_trp\guesold.p3d"; hiddenSelections[]={"medic","vest","boonie","cap"};
#define SOLDIERGHUNTER model="\ww4ext_cw_trp\guesold.p3d"; hiddenSelections[]={"medic","vest","boonie","cap"};
#define SOLDIERGSNIPER model="\ww4ext_cw_trp\guesniper.p3d"; hiddenSelections[]={"vest"};
#define OFFICERG hiddenSelections[]={"medic","boonie","beanie"};
#define SOLDIERGFAKEE model="\ww4ext_cw_trp\sovietsold1.p3d"; hiddenSelections[]={"medic","vest","hood","beret"};
#define SOLDIERGLAW model="\ww4ext_cw_trp\guesold.p3d"; hiddenSelections[]={"medic","vest","cap","beanie"};
#define SOLDIERGAT model="\ww4ext_cw_trp\guesold.p3d"; hiddenSelections[]={"medic","vest","cap","beanie"};
#define OFFICERGNIGHT hiddenSelections[]={"medic","boonie","beanie"};

// CIVILIANS
#define CIVILIAN_MODEL model="\O\Char\Char06";
#define CIVILIAN2_MODEL model="\O\Char\Char03";
#define CIVILIAN3_MODEL model="\O\Char\Char02";

// VEHICLES
#define RECOIL_ANIM \
	class Animations \
		{ \
			class recoil \
			{ \
				type=rotation; \
				animperiod=0.15; \
				selection=RecoilHlaven; \
				axis=osa_RecoilHlaven; \
				angle0=0.0; \
				angle1=0.005000; \
			}; \
		};
		
#define M1_MODEL model="\M1_A2\M1A1_A2.p3d"; RECOIL_ANIM
#define M60_MODEL model="\ww4ext_veh\ww4ext_m60.p3d"; RECOIL_ANIM
#define M113_MODEL model="\M113_A1\M113_A1.p3d";
#define M113_AMBU_MODEL model="\ww4ext_veh\ww4ext_m113_ambulance.p3d";
#define BMP1_MODEL model="\ww4ext_veh\ww4ext_bmp.p3d"; hiddenselections[]={"pruh","n1","n2","n3"}; RECOIL_ANIM; class Eventhandlers { init = " if(format[{%1},EXT_on]=={scalar bool array string 0xfcffffef})then{_this call loadfile{\EXT_scripts\init_EXT.sqf}}; "; };
#define BMP1_AMBU_MODEL model="\ww4ext_veh\ww4ext_BMP_Ambu.p3d";
#define T72_MODEL model="\T72_A2\T721_A2.p3d"; hiddenselections[]={"pruh","n1","n2","n3"}; RECOIL_ANIM
#define T72_RES_MODEL model="\T72_A2\T72M_A2.p3d"; hiddenSelections[]={"sideID","n1","n2","n3"}; RECOIL_ANIM
#define MI24_MODEL model="\Mi24_A2\Mi24_V_A2.p3d";
#define T55_MODEL model="\T55_A2\t55_A2.p3d"; hiddenSelections[]={"sideID","n1","n2","n3"}; RECOIL_ANIM
#define T80_MODEL model="\ww4ext_veh\ww4ext_t80.p3d"; hiddenSelections[]={"pruh","n1","n2","n3"}; RECOIL_ANIM
#define ZSU_MODEL model="\ww4ext_veh\ww4ext_shilka.p3d"; hiddenSelections[]={"n1","n2","n3"}; RECOIL_ANIM

#define BMP2_MODEL model="\BMP2_A1\BMP2_A1.p3d"; hiddenselections[]={"pruh","n1","n2","n3"};
#define BRDM_MODEL model="\ww4ext_brdm2\OFF_brdm2.p3d"; hiddenselections[]={"n1","n2","n3"};

// WEAPONS
#define M16_RIFLE model="\ww4ext_wpn\ww4ext_m16a2.p3d"; modelOptics="\ww4_wpn\mi\optic_m16.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\M16Reload.wss",0.010316,1};
#define M16_GL_RIFLE model="\ww4ext_wpn\ww4ext_m16a2m203.p3d";
#define M16_RIFLE_MAG_S sound[]={"\ww4ext_sounds\rifles\M16_3.wss",1.0,1};
#define M16_RIFLE_MAG_B sound[]={"\ww4ext_sounds\rifles\m16burst_3.wss",1.0,1};
#define M16_RIFLE_MAG_G reloadMagazineSound[]={"\ww4ext_sounds\rifle\M203reload.wss",0.010316,1}; sound[]={"\ww4ext_sounds\rifle\M203Fire.wss",1,1}; modelOptics="\ww4_wpn\mi\optic_m203.p3d";

#define M4_RIFLE model="XM-177E2_proxy"; modelOptics="\ww4_wpn\mi\optic_m16.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\M4Reload.wss",0.010316,1};
#define M4_RIFLE_MAG_S sound[]={"\ww4ext_sounds\rifles\M4_1.wss",1.0,1};
#define M4_RIFLE_MAG_A sound[]={"\ww4ext_sounds\rifles\M4_1.wss",1.0,1};

#define AK47_RIFLE model="\ww4_wpn\WW4_AK47.p3d"; modelOptics="\ww4_wpn\mi\optic_ak.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\AK47Reload.wss",0.010316,1};
#define AK47_CZ_RIFLE model="\ww4_wpn\WW4_AK47.p3d"; modelOptics="\ww4_wpn\mi\optic_ak.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\AK47Reload.wss",0.010316,1};
#define AK47_GL_RIFLE model="\ww4_wpn\WW4_AK47GP25.p3d";
#define AK47_RIFLE_MAG_S sound[]={"\ww4ext_sounds\rifles\AK47_1.wss",1.0,1};
#define AK47_RIFLE_MAG_B sound[]={"\ww4ext_sounds\rifles\AK47Burst3_1.wss",1.0,1};
#define AK47_RIFLE_MAG_A sound[]={"\ww4ext_sounds\rifles\AK47_1.wss",1.0,1};
#define AK47_RIFLE_MAG_G reloadMagazineSound[]={"\ww4ext_sounds\rifle\GP30reload.wss",0.010316,1}; sound[]={"\ww4ext_sounds\rifle\GP30_Fire.wss",1,1}; modelOptics="\ww4_wpn\mi\optic_gl.p3d";

#define AK74_RIFLE model="\ww4ext_wpn\ww4ext_AK74.p3d"; modelOptics="\ww4_wpn\mi\optic_ak.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\AK74Reload.wss",0.010316,1};
#define AK74_GL_RIFLE model="\ww4ext_wpn\WW4EXT_AK74GP25.p3d";
#define AK74_RIFLE_MAG_S sound[]={"\ww4ext_sounds\rifles\AK74.wss",1.0,1};
#define AK74_RIFLE_MAG_B sound[]={"\ww4ext_sounds\rifles\AK74Burst3.wss",1.0,1};
#define AK74_RIFLE_MAG_A sound[]={"\ww4ext_sounds\rifles\AK74.wss",1.0,1};
#define AK74_RIFLE_MAG_G reloadMagazineSound[]={"\ww4ext_sounds\rifle\GP30reload.wss",0.010316,1}; sound[]={"\ww4ext_sounds\rifle\GP30_Fire.wss",1,1}; modelOptics="\ww4_wpn\mi\optic_gl.p3d";

#define AK74SU_RIFLE model="\ww4ext_wpn\ww4ext_aks74u.p3d"; modelOptics="\ww4_wpn\mi\optic_aksu.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\AK74Reload.wss",0.010316,1};

#define HK_SMG model="\ww4_wpn\WW4_MP5SD.p3d"; modelOptics="\ww4_wpn\mi\optic_hkf.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\M4Reload.wss",0.010316,1};
#define HK_SMG_MAG_S sound[]={"\ww4ext_sounds\SMG\SMGSD.wss",0.03,1}; soundContinuous=0;
#define HK_SMG_MAG_A sound[]={"\ww4ext_sounds\SMG\SMGSD.wss",0.03,1}; soundContinuous=0;

#define M21_SNIPER model="M21_proxy"; modelOptics="optika_snpierw"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\M14Reload.wss",0.010316,1}; sound[]={"\ww4ext_sounds\sniper\M21.wss",1.5,1}; 

#define SVD_SNIPER model="\ww4_wpn\ww4_SVD"; modelOptics="optika_snpiere"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\SVDReload.wss",0.010316,1}; sound[]={"\ww4ext_sounds\sniper\SVD.wss",1.5,1}; 

#define M60_MG model="\ww4_wpn\ww4_M60"; modelOptics="\ww4_wpn\mi\optic_M60.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\MG\M60Reload.wss",0.010316,1}; sound[]={"\ww4ext_sounds\MGs\M60.wss",1.0,1}; soundContinuous=0;

#define PKM_MG model="\ww4_wpn\ww4_PKM"; modelOptics="\ww4_wpn\mi\optic_pk.p3d"; reloadMagazineSound[]={"\ww4ext_sounds\MG\PKReload.wss",0.010316,1}; sound[]={"\ww4ext_sounds\MGs\PKM.wss",1.0,1}; soundContinuous=0;

#define LAW_ROCKETLAUNCHER model="\ww4ext_wpn\law_proxy_closed.p3d"; modelSpecial="law_proxy"; modelOptics="\ww4_wpn\mi\ww4_atoptic.p3d"; sound[] = {"\ww4ext_sounds\rocketlaunchers\at4.wss",3,1}; reloadMagazineSound[]={"Weapons\at_load",0.0003162,1};

#define RPG_ROCKETLAUNCHER model="\ww4ext_wpn\RPG7launcher_A1.p3d"; modelSpecial="\ww4ext_wpn\RPG7launcher_loaded_A1.p3d"; modelOptics="\ww4_wpn\mi\ww4_atoptic.p3d"; displayName="RPG-7 launcher"; displayNameMagazine="PG-7V rocket"; shortNameMagazine="PG-7V"; sound[] = {"\ww4ext_sounds\rocketlaunchers\rpg7.wss",3,1};

#define CARLGUSTAV_ROCKETLAUNCHER model="\ww4ext_wpn\M47_A2.p3d"; modelSpecial="\ww4ext_wpn\M47_loaded_A2.p3d"; modelOptics="\ww4_wpn\mi\ww4_atoptic.p3d"; displayName="Dragon launcher"; displayNameMagazine="Dragon missile"; shortNameMagazine="Dragon";

#define AT4_ROCKETLAUNCHER model="\ww4_wpn\ww4_Gustav.p3d"; modelSpecial=""; modelOptics="\ww4_wpn\mi\ww4_atoptic.p3d"; displayName="RPG-29 launcher"; displayNameMagazine="RPG-29 rocket"; shortNameMagazine="RPG-29";

#define AALAUNCHER_W model="Stinger_proxy"; modelSpecial=""; modelOptics="optika_stinger"; sound[] = {"\ww4ext_sounds\missilelaunchers\stinger2.wss",3,1};
#define AALAUNCHER_E model="9K32_Strela_proxy"; modelSpecial=""; modelOptics="optika_strela"; sound[] = {"\ww4ext_sounds\missilelaunchers\stinger2.wss",3,1};

#define M2_MAG sound[]={"\ww4ext_sounds\50cal\shot_50Cal.wss",1.0,1}; soundContinuous=0;

#define PKT_MAG sound[]={"\ww4ext_sounds\MGs\PKM.wss",1.0,1}; soundContinuous=0;

#define M240_MAG sound[]={"\ww4ext_sounds\MGs\M60.wss",1.0,1}; soundContinuous=0;

#define BMP2_MAG sound[]={"\ww4ext_sounds\2A42\bmp2_cannon.wss",2.0,1}; soundContinuous=0;

#define UZI_SMG_MAG_S sound[]={"\ww4ext_sounds\SMG\SMGSD.wss",0.03,1}; 
#define UZI_SMG_MAG_A sound[]={"\ww4ext_sounds\SMG\SMGSD.wss",0.03,1}; 

#define CZ75_PISTOL_MAG sound[]={"\ww4ext_sounds\handguns\CZ75.wss",0.9,1}; 
#define TOKAREV_PISTOL_MAG sound[]={"\ww4ext_sounds\handguns\tokarev.wss",0.9,1}; 
#define BERETTA_PISTOL_MAG sound[]={"\ww4ext_sounds\handguns\beretta.wss",0.9,1}; 
#define GLOCK_PISTOL_MAG sound[]={"\ww4ext_sounds\handguns\glock17.wss",0.9,1}; 
#define GLOCKSD_PISTOL_MAG sound[]={"\ww4ext_sounds\handguns\glock17SD.wss",0.03,1}; 

#define HUNTING_RIFLE sound[]={"\ww4ext_sounds\sniper\M24.wss",1.5,1};

#define KOZLICE_SHOTGUN_MAG_B sound[]={"\ww4ext_sounds\shotgun\CZ581shotgun.wss",1.5,1};
#define KOZLICE_SHOTGUN_MAG_S sound[]={"\ww4ext_sounds\shotgun\CZ581shotgun.wss",1.5,1};

#define STEYR_RIFLE_MAG_S sound[]={"\ww4ext_sounds\rifles\M4_1.wss",1.0,1};
#define STEYR_RIFLE_MAG_A sound[]={"\ww4ext_sounds\rifles\M4_1.wss",1.0,1};

#define HKG3_RIFLE_MAG_S sound[]={"\ww4ext_sounds\rifles\FAL.wss",1.0,1};
#define HKG3_RIFLE_MAG_A sound[]={"\ww4ext_sounds\rifles\FAL.wss",1.0,1};

#define FAL_RIFLE model="\ww4_wpn\ww4_FAL.p3d"; 
#define FAL_RIFLE_MAG_S sound[]={"\ww4ext_sounds\rifles\FAL.wss",1.0,1};
#define FAL_RIFLE_MAG_A sound[]={"\ww4ext_sounds\rifles\FAL.wss",1.0,1};

#define G36_RIFLE_MAG_S sound[]={"\ww4ext_sounds\rifles\M16_3.wss",1.0,1};
#define G36_RIFLE_MAG_B sound[]={"\ww4ext_sounds\rifles\m16burst_3.wss",1.0,1};
#define G36_RIFLE_MAG_A sound[]={"\ww4ext_sounds\rifles\M16_3.wss",1.0,1};

#define INGRAM_SMG_MAG_S sound[]={"\ww4ext_sounds\SMG\MP5Fire.wss",1.0,1};
#define INGRAM_SMG_MAG_A sound[]={"\ww4ext_sounds\SMG\MP5Fire.wss",1.0,1};

#define NVGOGGLES_MODEL modelOptics="\ww4_fx\ww4_nv.p3d";

// GLASSES
#define GLASSES \
	class Spectacles { \
		name = "$STR_CFG_GLASSES_SPECTACLES"; \
		texture = "\ww4ext_faces\glasses\giglassesS9.paa"; \
	}; \
	class Sunglasses \
		{ \
		name="$STR_CFG_GLASSES_SUNGLASSES"; \
		texture="civilista_zrcadlovky"; \
		};

// ADDONS
#define PRELOADBANKS_CUSTOM \
		class EXT \
			{ \
			list[]={"bn_tracer_red\","kenneyvoices\","BISvoices\"}; \
			}; \
		class WW4EXT \
			{ \
			list[]={"ww4ext_faces\","ww4ext_sounds\","ww4ext_cw_tx\","ww4ext_wpn\","ww4_wpn\","ww4_rpl\","ww4ext_veh\","ww4ext_cw_trp\"}; \
			}; \
			
#define PRELOADADDONS_CUSTOM \
		class WW4things \
			{ \
			list[]={"WW4_Weaponry","WW4_DesertAbel","WW4_DesertAbel2","WW4_DesertEden","WW4_DesertEden2","WW4_helper"}; \
			}; \
		class EXTFXthings \
			{ \
			list[]={"bn_tracer_red","EXT_helper","CoC_NetworkServices2"}; \
			};

// NON AI VEHICLES
#define NONAIVEHICLES 

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

// WOUNDS
#define WOUNDS , \
"\ww4_rpl\we\wbdu.pac","\ww4_rpl\we\wbdu_b.pac", \
"\ww4_rpl\we\wesn.pac","\ww4_rpl\we\wesn_b.pac", \
"\ww4_rpl\we\boca.paa","\ww4_rpl\we\boca_b.paa", \
"\ww4_rpl\we\wemer1.pac","\ww4_rpl\we\wemer1_b.pac", \
"\ww4_rpl\we\wemer2.paa","\ww4_rpl\we\wemer2_b.paa", \
"\ww4_rpl\ea\emer1.pac","\ww4_rpl\ea\emer1_b.pac", \
"\ww4_rpl\ea\emer2.paa","\ww4_rpl\ea\emer2_b.paa", \
"\ww4_rpl\ea\kmcm.pac","\ww4_rpl\ea\kmcm_b.pac", \
"\ww4_rpl\re\reca.pac","\ww4_rpl\re\reca_b.pac", \
"\ww4_rpl\re\flca.pac","\ww4_rpl\re\flca_b.pac", \
"\ww4_rpl\re\reeq.pac","\ww4_rpl\re\reeq_b.pac", \
"\ww4ext_cw_tx\ea\sovietmotor.paa","\ww4ext_cw_tx\ea\sovietmotor_b.paa", \
"\ww4ext_cw_tx\we\usbdu.paa","\ww4ext_cw_tx\we\usbdu_b.paa", \
"\ww4ext_cw_tx\we\usbdueq.paa","\ww4ext_cw_tx\we\usbdueq_b.paa", \
"\ww4ext_cw_tx\we\usbducrew.paa","\ww4ext_cw_tx\we\usbducrew_b.paa", \
"\ww4ext_cw_tx\re\guer.paa","\ww4ext_cw_tx\re\guer_b.paa", \
"\ww4ext_cw_tx\ea\emer1.paa","\ww4ext_cw_tx\ea\emer1_b.paa", \
"\ww4ext_cw_tx\ea\boca.paa","\ww4ext_cw_tx\ea\boca_b.paa", \
"\ww4ext_cw_tx\ea\olive.paa","\ww4ext_cw_tx\ea\olive_b.paa", \
"\ww4ext_cw_tx\we\nomexgreen.paa","\ww4ext_cw_tx\we\nomexgreen_b.paa", \
"\ww4ext_cw_tx\we\wemer1.paa","\ww4ext_cw_tx\we\wemer1_b.paa"

// MUSIC
#define MUSIC_NEW \
	class Disclosure3 \
		{ \
		name="Disclosure"; \
		sound[] = {"\ww4_fx\Disclosure3.ogg", db, 1.0}; \
		}; \
	class Runforit \
		{ \
		name="Run for it"; \
		sound[] = {"\ww4_fx\Runforit.ogg", db, 1.0}; \
		};

// SOUNDS
#define SOUNDS_ALL \
	soundHit1[]={"\ww4ext_sounds\hit\hit_ground1.wss",0.01,1}; \
	soundHit2[]={"\ww4ext_sounds\hit\hit_ground2.wss",0.01,1}; \
	soundHit3[]={"\ww4ext_sounds\hit\hit_ground3.wss",0.01,1}; \
	soundHit4[]={"\ww4ext_sounds\hit\hit_ground4.wss",0.01,1}; \
	soundHit5[]={"\ww4ext_sounds\hit\hit_ground5.wss",0.01,1}; \
	soundHit6[]={"\ww4ext_sounds\hit\hit_ground6.wss",0.01,1}; \
	soundHit7[]={"\ww4ext_sounds\hit\hit_ground7.wss",0.01,1}; \
	soundHit8[]={"\ww4ext_sounds\hit\hit_ground8.wss",0.01,1}; \
	 \
	soundHitMan1[]={"\ww4ext_sounds\hit\hit_man1.wss",0.012589,1}; \
	soundHitMan2[]={"\ww4ext_sounds\hit\hit_man2.wss",0.012589,1}; \
	soundHitMan3[]={"\ww4ext_sounds\hit\hit_man3.wss",0.012589,1}; \
	soundHitMan4[]={"\ww4ext_sounds\hit\hit_man4.wss",0.012589,1}; \
	soundHitMan5[]={"\ww4ext_sounds\hit\hit_man5.wss",0.012589,1}; \
	soundHitMan6[]={"\ww4ext_sounds\hit\hit_man6.wss",0.012589,1}; \
	soundHitMan7[]={"\ww4ext_sounds\hit\hit_man7.wss",0.012589,1}; \
	 \
	soundHitArmor1[]={"\ww4ext_sounds\hit\hit_metal1.wss",0.01,1}; \
	soundHitArmor2[]={"\ww4ext_sounds\hit\hit_metal2.wss",0.01,1}; \
	soundHitArmor3[]={"\ww4ext_sounds\hit\hit_metal3.wss",0.01,1}; \
	soundHitArmor4[]={"\ww4ext_sounds\hit\hit_metal4.wss",0.01,1}; \
	soundHitArmor5[]={"\ww4ext_sounds\hit\hit_metal5.wss",0.01,1}; \
	soundHitArmor6[]={"\ww4ext_sounds\hit\hit_metal6.wss",0.01,1}; \
	soundHitArmor7[]={"\ww4ext_sounds\hit\hit_metal7.wss",0.01,1}; \
	soundHitArmor8[]={"\ww4ext_sounds\hit\hit_metal8.wss",0.01,1}; \
	 \
	soundHitBuilding1[]={"\ww4ext_sounds\hit\ric1.wss",0.01,1}; \
	soundHitBuilding2[]={"\ww4ext_sounds\hit\ric2.wss",0.01,1}; \
	soundHitBuilding3[]={"\ww4ext_sounds\hit\ric3.wss",0.01,1}; \
	soundHitBuilding4[]={"\ww4ext_sounds\hit\ric4.wss",0.01,1}; \
	soundHitBuilding5[]={"\ww4ext_sounds\hit\ric5.wss",0.01,1}; \
	soundHitBuilding6[]={"\ww4ext_sounds\hit\ric6.wss",0.01,1}; \
	soundHitBuilding7[]={"\ww4ext_sounds\hit\ric7.wss",0.01,1}; \
	soundHitBuilding8[]={"\ww4ext_sounds\hit\ric8.wss",0.01,1}; \
	soundHitBuilding9[]={"\ww4ext_sounds\hit\ric9.wss",0.01,1}; \
	soundHitBuilding10[]={"\ww4ext_sounds\hit\ric10.wss",0.01,1}; \
	soundHitBuilding11[]={"\ww4ext_sounds\hit\ric11.wss",0.01,1}; \
	soundHitBuilding12[]={"\ww4ext_sounds\hit\ric12.wss",0.01,1}; \
	soundHitBuilding13[]={"\ww4ext_sounds\hit\ric13.wss",0.01,1}; \
	\
	soundFly[]={"\ww4ext_sounds\bulletfly\silence.wss",db-100,1}; \
	 \
	soundFly1[]={"\ww4ext_sounds\bulletfly\silence.wss",db-100,1}; \
	soundFly2[]={"\ww4ext_sounds\bulletfly\silence.wss",db-100,1}; \
	soundFly3[]={"\ww4ext_sounds\bulletfly\silence.wss",db-100,1}; \
	soundFly4[]={"\ww4ext_sounds\bulletfly\silence.wss",db-100,1}; \
	soundFly5[]={"\ww4ext_sounds\bulletfly\silence.wss",db-100,1}; \
	Fly[]={"soundFly1",0.2,"soundFly2",0.2,"soundFly3",0.2,"soundFly4",0.2,"soundFly5",0.2};  \
	 \
	hitGround[]={"soundHit1",0.125,"soundHit2",0.125,"soundHit3",0.125,"soundHit4",0.125,"soundHit5",0.125,"soundHit6",0.125,"soundHit7",0.125,"soundHit8",0.125}; \
	hitMan[]={"soundHitMan1",0.142857,"soundHitMan2",0.142857,"soundHitMan3",0.142857,"soundHitMan4",0.142857,"soundHitMan5",0.142857,"soundHitMan6",0.142857,"soundHitMan7",0.142857}; \
	hitArmor[]={"soundHitArmor1",0.125,"soundHitArmor2",0.125,"soundHitArmor3",0.125,"soundHitArmor4",0.125,"soundHitArmor5",0.125,"soundHitArmor6",0.125,"soundHitArmor7",0.125,"soundHitArmor8",0.125}; \
	hitBuilding[]={"soundHitBuilding1",0.076,"soundHitBuilding2",0.076,"soundHitBuilding3",0.076,"soundHitBuilding4",0.076,"soundHitBuilding5",0.076,"soundHitBuilding6",0.076,"soundHitBuilding7",0.076,"soundHitBuilding8",0.076,"soundHitBuilding9",0.076,"soundHitBuilding10",0.076,"soundHitBuilding11",0.076,"soundHitBuilding12",0.076,"soundHitBuilding13",0.076};
	
#define SOUNDS_ROCKETS \
	soundHit1[]={"\ww4ext_sounds\explosions\explosion1",31.6227779,1}; \
	soundHitMan1[]={"\ww4ext_sounds\explosions\explosion1",31.6227779,1}; \
	soundHitArmor1[]={"\ww4ext_sounds\explosions\explosion_at3heat",31.6227779,1}; \
	soundHitBuilding1[]={"\ww4ext_sounds\explosions\explosion_at3building",31.6227779,1}; \
	hitGround[]={"soundHit1",1}; \
	hitMan[]={"soundHitMan1",1}; \
	hitArmor[]={"soundHitArmor1",1}; \
	hitBuilding[]={"soundHitBuilding1",1}; \
	 \
	soundFly[]={"objects\noise",0.01,4};

#define SOUNDS_SABOT \
	soundHit1[]={"\ww4ext_sounds\explosions\explosion1",31.6227779,1};\
	soundHitMan1[]={"\ww4ext_sounds\explosions\explosion1",31.6227779,1};\
	soundHitArmor1[]={"\ww4ext_sounds\explosions\expl4sabot",31.6227779,1};\
	soundHitBuilding1[]={"\ww4ext_sounds\explosions\expl4building",31.6227779,1};\
	hitGround[]={"soundHit1",1};\
	hitMan[]={"soundHitMan1",1};\
	hitArmor[]={"soundHitArmor1",1};\
	hitBuilding[]={"soundHitBuilding1",1};\
	soundFly[]={"\ww4ext_sounds\bulletfly\silence.wss",db-1,1};
	
#define SOUNDS_HEAT \
	soundHit1[]={"\ww4ext_sounds\explosions\explosion1",31.6227779,1};\
	soundHitMan1[]={"\ww4ext_sounds\explosions\explosion1",31.6227779,1};\
	soundHitArmor1[]={"\ww4ext_sounds\explosions\expl1heat",31.6227779,1};\
	soundHitBuilding1[]={"\ww4ext_sounds\explosions\expl1building",31.6227779,1};\
	hitGround[]={"soundHit1",1};\
	hitMan[]={"soundHitMan1",1};\
	hitArmor[]={"soundHitArmor1",1};\
	hitBuilding[]={"soundHitBuilding1",1};\
	soundFly[]={"\ww4ext_sounds\bulletfly\silence.wss",db-1,1};

#define SOUNDS_40MM \
	soundHit1[]={"\ww4ext_sounds\explosions\m203hit1.wss",10,1}; \
	soundHit2[]={"\ww4ext_sounds\explosions\m203hit1.wss",10,1}; \
	soundHitMan1[]={"\ww4ext_sounds\explosions\m203hit1.wss",10,1}; \
	soundHitArmor1[]={"\ww4ext_sounds\explosions\m203hit1.wss",10,1}; \
	soundHitBuilding1[]={"\ww4ext_sounds\explosions\m203hit1.wss",10,1}; \
	hitGround[]={"soundHit2",1}; \
	hitMan[]={"soundHitMan1",1}; \
	hitArmor[]={"soundHitArmor1",1}; \
	hitBuilding[]={"soundHitBuilding1",1}; \
	 \
	soundFly[]={"",0.0001,4};
	
#define SOUNDS_GRENADE \
	soundHit1[]={"\ww4ext_sounds\explosions\rgd5explosion.wss",10,1}; \
	soundHit2[]={"\ww4ext_sounds\explosions\rgd5explosion.wss",10,1}; \
	soundHitMan1[]={"\ww4ext_sounds\explosions\rgd5explosion.wss",10,1}; \
	soundHitArmor1[]={"\ww4ext_sounds\explosions\rgd5explosion.wss",10,1}; \
	soundHitBuilding1[]={"\ww4ext_sounds\explosions\rgd5explosion.wss",10,1}; \
	hitGround[]={"soundHit2",1}; \
	hitMan[]={"soundHitMan1",1}; \
	hitArmor[]={"soundHitArmor1",1}; \
	hitBuilding[]={"soundHitBuilding1",1}; \
	 \
	soundFly[]={"",0.0001,4};
	
#define SOUNDS_AUTOCANNON \
	soundHit1[]={"\ww4ext_sounds\explosions\30mmAPbuilding",0.0316228,1}; \
	soundHitMan1[]={"\ww4ext_sounds\explosions\30mmAP",0.0316228,1}; \
	soundHitArmor1[]={"\ww4ext_sounds\explosions\30mmAPmetal",0.0316228,1}; \
	soundHitBuilding1[]={"\ww4ext_sounds\explosions\30mmAPbuilding",0.0316228,1}; \
	hitGround[]={"soundHit1",1}; \
	hitMan[]={"soundHitMan1",1}; \
	hitArmor[]={"soundHitArmor1",1}; \
	hitBuilding[]={"soundHitBuilding1",1}; \
	soundFly[]={"\ww4ext_sounds\bulletfly\silence.wss",db-1,1};
	
#define SOUNDS_AUTOCANNON_HE \
	soundHit1[]={"\ww4ext_sounds\explosions\30mmHEbuilding.wss",15,1}; \
	soundHit2[]={"\ww4ext_sounds\explosions\30mmHE.wss",15,1}; \
	soundHitMan1[]={"\ww4ext_sounds\explosions\30mmHE.wss",15,1}; \
	soundHitArmor1[]={"\ww4ext_sounds\explosions\30mmHEmetal.wss",15,1}; \
	soundHitBuilding1[]={"\ww4ext_sounds\explosions\30mmHEbuilding.wss",15,1}; \
	hitGround[]={"soundHit2",1}; \
	hitMan[]={"soundHitMan1",1}; \
	hitArmor[]={"soundHitArmor1",1}; \
	hitBuilding[]={"soundHitBuilding1",1}; \
	 \
	soundFly[]={"",0.0001,4};
	
#define SNDLVL_MOD 1.5
#define INF_SNDS \
		soundEnviron[] = {"\ww4ext_sounds\People\dirt_L",0.0003*SNDLVL_MOD,1}; \
		class SoundEnvironExt { \
			normalExt[] = { \
			{ "\ww4ext_sounds\People\dirt_L",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\dirt_R",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_L",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_R",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_L",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_R",0.0003*SNDLVL_MOD,1 }}; \
			normal[] = { \
			{ "\ww4ext_sounds\People\dirt_L",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\dirt_R",0.0003*SNDLVL_MOD,1 }}; \
			road[] = { \
			{ "\ww4ext_sounds\People\concrete_L",0.00018*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\concrete_R",0.00018*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\concrete_L",0.00018*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\concrete_R",0.00018*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\concrete_L",0.00018*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\concrete_R",0.00018*SNDLVL_MOD,1 }}; \
			rock[] = { \
			{ "\ww4ext_sounds\People\concrete_L",0.00018*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\concrete_R",0.00018*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\sand_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\sand_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\concrete_L",0.00018*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\concrete_R",0.00018*SNDLVL_MOD,1 }}; \
			water[] = { \
			{ "\ww4ext_sounds\People\water_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\water_R",0.003*SNDLVL_MOD,1 }}; \
			gravel[] = { \
			{ "\ww4ext_sounds\People\gravel_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_R",0.003*SNDLVL_MOD,1 }}; \
			sand[] = { \
			{ "\ww4ext_sounds\People\sand_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\sand_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\sand_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\sand_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\gravel_R",0.003*SNDLVL_MOD,1 }}; \
			drygrass[] = { \
			{ "\ww4ext_sounds\People\drygrass_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\drygrass_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_L",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_R",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\forest_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\forest_R",0.003*SNDLVL_MOD,1 }}; \
			grass[] = { \
			{ "\ww4ext_sounds\People\grass_L",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_R",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\drygrass_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\drygrass_R",0.003*SNDLVL_MOD,1 }}; \
			forest[] = { \
			{ "\ww4ext_sounds\People\forest_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\forest_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_L",0.001*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\grass_R",0.001*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\dirt_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\dirt_R",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\mud_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\mud_R",0.003*SNDLVL_MOD,1 } \
			}; \
			mud[] = { \
			{ "\ww4ext_sounds\People\mud_L",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\mud_R",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\mud_L",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\mud_R",0.0003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\water_L",0.00032*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\water_R",0.00032*SNDLVL_MOD,1 }}; \
			wood[] = { \
			{ "\ww4ext_sounds\People\wood_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\wood_R",0.003*SNDLVL_MOD,1 }}; \
			metal[] = { \
			{ "\ww4ext_sounds\People\metal_L",0.0092*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\metal_R",0.0092*SNDLVL_MOD,1 }}; \
			snow[] = { \
			{ "\ww4ext_sounds\People\snow_L",0.0064*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\snow_R",0.0064*SNDLVL_MOD,1 }}; \
			hallway[] = { \
			{ "\ww4ext_sounds\People\hall_L",0.003*SNDLVL_MOD,1 }, \
			{ "\ww4ext_sounds\People\hall_R",0.003*SNDLVL_MOD,1 }}; \
			fallbody[] = { \
			{ "\ww4ext_sounds\People\fall_to_ground",0.001*SNDLVL_MOD,1 }}; \
			laydown[] = { \
			{ "\ww4ext_sounds\People\down",0.0001*SNDLVL_MOD,1 }}; \
			standup[] = { \
			{ "\ww4ext_sounds\People\up",0.0003*SNDLVL_MOD,1 }}; \
			crawl[] = { \
			{ "\ww4ext_sounds\People\crawl",0.00002*SNDLVL_MOD,1 }}; \
			}; \
			soundEngine[]={"People\breath",0.00018,1}; \
			additionalSound[]={"Objects\noise",0.0,1};
	
// EFFECTS
#define EFFECTS \
	class ThunderboltNorm \
		{ \
		model="blesk1.p3d"; \
		soundNear[]={"\BISvoices\weather\thundershort",316.2277832,1}; \
		soundFar[]={"\BISvoices\weather\thunderlong",316.2277832,1}; \
		}; \
	class ThunderboltHeavy \
		{ \
		model="blesk2.p3d"; \
		soundNear[]={"\BISvoices\weather\thunderhard",316.2277832,1}; \
		soundFar[]={"\BISvoices\weather\thunder",316.2277832,1}; \
		};
		
// ENVIRONMENT SOUNDS
#define ENVIRONMENT_SOUNDS \
	class Rain \
		{ \
		name="$STR_DN_RAIN"; \
		sound[]={"\BISvoices\weather\Rain_hard",0.2,1}; \
		soundNight[]={"\BISvoices\weather\Rain_hard",0.3,1}; \
		}; \
	class Combat \
		{ \
		name="$STR_CFG_ENVSOUNDS_COMBAT"; \
		sound[]={"\BISvoices\battle\battle1",0.01,1}; \
		soundNight[]={"\BISvoices\battle\battle2",0.01,1}; \
		}; \
	class Sea \
		{ \
		name="$STR_DN_SEA"; \
		sound[]={"\BISvoices\environmental\waves",0.003,1}; \
		soundNight[]={"\BISvoices\environmental\waves",0.005,1}; \
		}; \
	class Meadows \
		{ \
		name="$STR_DN_MEADOWS"; \
		sound[]={"\BISvoices\environmental\meadows",0.02,1}; \
		soundNight[]={"\BISvoices\environmental\meadows_night",0.03,1}; \
		}; \
	class Trees \
		{ \
		name="$STR_DN_TREES"; \
		sound[]={"\BISvoices\environmental\trees",0.01,1}; \
		soundNight[]={"\BISvoices\environmental\trees_night",0.05,1}; \
		}; \
	class Hills \
		{ \
		name="$STR_DN_HILLS"; \
		sound[]={"\BISvoices\environmental\wind",0.05,1}; \
		soundNight[]={"\BISvoices\environmental\wind_heavy",0.05,1}; \
		};
				
// SOUND EFFECTS
#define SFX \
	class CA_AK \
		{ \
		sounds[]={"sound1","sound2"}; \
		name="$STR_CFG_SFX_CA_AK"; \
		sound1[]={"\ww4ext_sounds\rifles\AK74.wss",0.1,1,0.5,0,2,5}; \
		sound2[]={"\ww4ext_sounds\rifles\AK74Burst3.wss",0.1,1,0.4,0,1,10}; \
		empty[]={"","","","",1,5,20}; \
		}; \
	class CA_M16 \
		{ \
		sounds[]={"sound1","sound2"}; \
		name="$STR_CFG_SFX_CA_M16"; \
		sound1[]={"\ww4ext_sounds\rifles\M16_3.wss",0.1,1,0.5,0,2,5}; \
		sound2[]={"\ww4ext_sounds\rifles\m16burst_3.wss",0.1,1,0.4,0,1,10}; \
		empty[]={"","","","",1,5,20}; \
		}; \
	class CA_Expl1 \
		{ \
		sounds[]={"sound1"}; \
		name="$STR_CFG_SFX_CA_EXPL1"; \
		sound1[]={"\ww4ext_sounds\explosions\explosion1",0.1,1,0.5,0,2,5}; \
		empty[]={"","","","",1,5,30}; \
		};
		
// SOUND VOLUME INSIDE VEHICLES
#define SNDLVL_BIKE_INS insideSoundCoef=0.1;
#define SNDLVL_LAND_INS insideSoundCoef=0.07;
#define SNDLVL_AIR_INS insideSoundCoef=0.01;