//---Basic Definitions--- //I learned all of this from this weeb mod lol https://steamcommunity.com/sharedfiles/filedetails/?id=1620525773 #define StabilizedInAxesNone 0 #define StabilizedInAxisX 1 #define StabilizedInAxisY 2 #define StabilizedInAxesBoth 3 #define MACRO_AUTHOR "RD501" #define MACRO_AUTHOR_PPL "Namenai" #define MODNAME RD501 //---Basic Functions--- #define CONCAT(a,b) a##b #define CONCAT_3(a,b,c) CONCAT(a,CONCAT(b,c)) #define CONCAT_4(a,b,c,d) CONCAT(a,CONCAT_3(b,c,d)) #define CONCAT_5(a,b,c,d,e) CONCAT(a,CONCAT_4(b,c,d,e)) #define CONCAT_6(a,b,c,d,e,f) CONCAT(a,CONCAT_5(b,c,d,e,f)) #define CONCAT_7(a,b,c,d,e,f,g) CONCAT(a,CONCAT_6(b,c,d,e,f,g)) #define UNDERSCORE_CONCAT(a,b) CONCAT_3(a,_,b) #define ADDON UNDERSCORE_CONCAT(MODNAME,COMPONENT) #define ADDON_NICE Research & Development 501 #define DANKAUTHORS RD501 //Adds the mod prefix to watever, used for classnames and such #define ADD_PREFIX(NAME)UNDERSCORE_CONCAT(MODNAME,NAME) #define concat_function(var) UNDERSCORE_CONCAT(ADDON,var) // #define quote_this(thing) #thing #define macro_single_quote(thing) '##thing##' #define MACRO_QUOTE(thing) #thing #define macro_new_config_prop(name) CONCAT_3(MODNAME,_,name) //Faction names,classes,and catagories #define macro_republic_faction CONCAT(MODNAME,_Republic_Faction) #define macro_rebel_faction CONCAT(MODNAME,_Rebel_Faction) #define macro_resistance_faction CONCAT(MODNAME,_Resistance_Faction) #define macro_cis_faction CONCAT(MODNAME,_CIS_Faction) #define macro_empire_faction CONCAT(MODNAME,_Empire_Faction) #define macro_faction(name) CONCAT_4(MODNAME,_,name,_Faction) #define macro_first_order_faction CONCAT(MODNAME,_First_Order) #define macro_ind_faction CONCAT(MODNAME,_Independent_Faction) #define macro_civ_faction CONCAT(MODNAME,_Civ_Faction) #define macro_editor_cat(name) CONCAT_3(MODNAME,_Editor_Category_,name) #define macro_editor_cat_air(name) CONCAT_3(MODNAME,_Editor_Category_Air_,name) #define macro_editor_vehicle_type(name) CONCAT_3(MODNAME,_Vehicle_Class_,name) #define macro_editor_vehicle_type_air(name) CONCAT_3(MODNAME,_Air_Vehicle_Class_,name) //---Functions--- #define macro_mod_script_path RD501_Main\functions #define post_init_fnc(name)\ class name\ {\ postInit = 1;\ file = function_path(name) \ }; #define normal_fnc(name)\ class name\ {\ file = function_path(name) \ }; #define function_path(scriptname) MACRO_QUOTE(CONCAT(ADDON,\scripts\scriptname.sqf)) #define macro_hud_changer_interaction_icons RD501_Main\textures\interaction_Icons #define macro_fnc_name(title) CONCAT_3(MODNAME,_fnc_,title) #define macro_grp_fnc_name(grp,title) CONCAT_5(MODNAME,_,grp,_fnc_,title) #define macro_preprocess_fnc(file)\ call compileFinal preprocessFileLineNumbers 'COMPONENT##\##file' //---Patches--- #define macro_patch_name(component) CONCAT_3(MODNAME,_patch_,component) #define macro_A3_patch MACRO_QUOTE(A3_Data_F_Tank_Loadorder) #define macro_root_req MACRO_QUOTE(RD501_patch_main) #define macro_lvl2_req MACRO_QUOTE(RD501_patch_weapons), MACRO_QUOTE(RD501_patch_jumppack), MACRO_QUOTE(RD501_patch_helmets), MACRO_QUOTE(RD501_patch_vehicle_weapons) #define macro_lvl3_req MACRO_QUOTE(RD501_patch_units), MACRO_QUOTE(RD501_patch_vehicles), MACRO_QUOTE(RD501_patch_zeus) #define macro_lvl1_req MACRO_QUOTE(RD501_patch_particle_effects), MACRO_QUOTE(RD501_patch_VenatorMK2), MACRO_QUOTE(RD501_patch_emp) #define macro_lvl4_req MACRO_QUOTE(RD501_patch_droids_config), MACRO_QUOTE(macro_patch_name(laat_variants)) #define macro_lvl5_req MACRO_QUOTE(macro_patch_name(legacy_classnames)) #define macro_end_patches macro_lvl5_req //---Weapons, Mags, and Ammo #define macro_scope_magnification(zoom) 0.25/zoom #define macro_new_scope(scopename) CONCAT_3(MODNAME,_weapon_scope_,scopename) #define macro_new_weapon(family,name) CONCAT_5(MODNAME,_,family,_,name) #define macro_new_weapon_nofam(name) CONCAT_3(MODNAME,_,name) #define macro_new_ammo(name) CONCAT_4(MODNAME,_,name,_ammo) #define macro_new_mag(name,count) CONCAT_6(MODNAME,_,name,_x,count,_mag) #define macro_new_magwell(name) CONCAT_4(MODNAME,_,name,_magwell) #define macro_new_magwell_array(name) CONCAT_4(MODNAME,_,name,_magwell[]) #define macro_no_muzzle_impulse muzzleImpulseFactor[] = {0.00, 0.00}; #define macro_new_recoil(name) CONCAT_4(MODNAME,_,name,_recoil) //---Vehicles--- #define macro_basic_air_weapons "Laserdesignator_pilotCamera","CMFlareLauncher" #define macro_basic_air_mags "Laserbatteries","300Rnd_CMFlare_Chaff_Magazine","300Rnd_CMFlare_Chaff_Magazine" #define macro_new_vehicle(group,name) CONCAT_5(MODNAME,_,group,_,name) //----uniforms,units,vests //wat we see in arsenal,weapon #define macro_new_uniform_class(side,name) CONCAT_5(MODNAME,_,side,_uniform_,name) //vests #define macro_new_vest_class(side,name) CONCAT_5(MODNAME,_,side,_vest_,name) //actualyt skin of uniforms,vehicle #define macro_new_uniform_skin_class(side,name) CONCAT_5(MODNAME,_,side,_uniform_skin_,name) //wat we see in zeus,vehicle #define macro_new_unit_class(side,name) CONCAT_5(MODNAME,_,side,_unit_,name) //backpak #define macro_new_backpack_class(side,name) CONCAT_6(MODNAME,_,side,_,name,_backpack) //compositions #define macro_new_composition(side,name) CONCAT_5(MODNAME,_,side,_composition_,name) //backpack presets #define macro_b1_at_backpack_inv \ class _xx_MAAWS_HE \ {\ magazine = "MRAWS_HE_F";\ count = 3;\ };\ class _xx_MAAWS_HEAT\ {\ magazine = "MRAWS_HEAT_F";\ count = 2;\ }; #define macro_b1_aa_backpack_inv \ class _xx_Titan_AA\ {\ magazine = "Titan_AA";\ count = 6;\ }; //---Ordanance--- #define macro_new_ordnance(name) CONCAT_3(MODNAME,_Ordnance_,name) #define macro_new_ordnance_ammo(name) CONCAT_3(MODNAME,_Ordnance_Ammo_,name) //---helmets #define macro_custom_helmet_textures \RD501_Helmets\_textures #define macro_new_helmet(group,name) CONCAT_5(MODNAME,_,group,_helmet_,name) #define macro_new_helmet_jlts(group,name) CONCAT_5(MODNAME,_,group,_helmet_,name) #define macro_clone_helmet_hitpoints\ class HitpointsProtectionInfo\ {\ class Head\ {\ hitpointName = "HitHead";\ armor = 50;\ passThrough = 0.6;\ };\ }; #define macro_clone_other_armor_values\ explosionShielding = 2.2;\ minimalHit = 0.01;\ passThrough = 0.01; #define macro_ace_hearing_helmet_setting\ ace_hearing_protection = 0.85; \ ace_hearing_lowerVolume = 0.6; #define macro_rebreather_armor_stuff\ containerClass = "Supply100";\ mass = 20;\ vestType = "Rebreather"; #define macro_clone_armor_hitpoints \ class HitpointsProtectionInfo\ {\ class Neck\ {\ hitpointName = "HitNeck";\ armor = 8;\ passThrough = 0.6;\ };\ class Arms\ {\ hitpointName = "HitArms";\ armor = 16;\ passThrough = 0.6;\ };\ class Chest\ {\ hitpointName = "HitChest";\ armor = 32;\ passThrough = 0.6;\ };\ class Diaphragm\ {\ hitpointName = "HitDiaphragm";\ armor = 32;\ passThrough = 0.6;\ };\ class Abdomen\ {\ hitpointName = "HitAbdomen";\ armor = 16;\ passThrough = 0.6;\ };\ class Pelvis\ {\ hitpointName = "HitPelvis";\ armor = 16;\ passThrough = 0.6;\ };\ class Body\ {\ hitpointName = "HitBody";\ passThrough = 0.6;\ };\ }; //---textures #define macro_unit_skin_textures RD501_Units\textures #define macro_vehicle_textures RD501_Vehicles\textures #define macro_b1_textures MRC\JLTS\characters\DroidArmor\data //---XEH prep--- #define macro_prep_xeh(SCRIPT,name)\ [MACRO_QUOTE(macro_mod_script_path\SCRIPT),MACRO_QUOTE(macro_fnc_name(name))] call CBA_fnc_compileFunction; //---particle efffects--- #define macro_new_cloudlet(name) CONCAT_3(MODNAME,_cloudlet_,name) #define macro_new_complex_effect(name) CONCAT_3(MODNAME,_particle_effect_,name) #define macro_new_light(name) CONCAT_3(MODNAME,_light_,name) //---NVG---- #define macro_thermal_nvg_default \ thermalMode[] = {8};