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Sound config boo-boo

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Hey guys, I was editing a config file for a sound pack that I use--sorta edit the sounds I didn't like with some I did. Well I repacked everything and tried launching ArmA with ArmA launcher got the following error:

"Config: some input after EndOfFile."

I'm a total noob at this stuff, can anyone tell me what is up and what does this mean?

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Below is the super-duper-mega-long config lol. I tried editing up XAM a bit but had trouble finding the config for the impact sounds (found a few that I liked better), so since FDF had edited a lot of other sound classes I have sounds for, I figured why not take a shot at replacing the sounds I didn't like while also learn a bit about configs if I ever wanted to someday make my own from scratch since I didn't know how to setup my own config. Apparently by the looks of all the issues I had over the past 3 weeks, I have a loooooooooooong way to go still lol.

Anyway here it goes:

Quote[/b] ]#define true 1

#define false 0

#define VSoft 0

#define VArmor 1

#define VAir 2

#define private 0

#define protected 1

#define public 2

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

#define LockNo 0

#define LockCadet 1

#define LockYes 2

class CfgPatches

{

class FDF_Sounds

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CASounds","CAweapons","CAWeapons3","CACharacters&quot

;,"CAWheeled","CATracked","CAAir","CAA10","CA

Air3_Su34"};

};

};

class Mode_SemiAuto;

class Mode_Burst;

class Mode_FullAuto;

class CfgAmmo {

class default;

class BulletCore;

class TimeBombCore;

class MineCore;

class BulletBase : BulletCore {

soundHit1[]={"\FDF_Sounds\Impact\RicoA.wss", db-50, 1};

soundHit2[]={"\FDF_Sounds\Impact\RicoB.wss", db-50, 1};

soundHit3[]={"\FDF_Sounds\Impact\RicoC.wss", db-50, 1};

soundHit4[]={"\FDF_Sounds\Impact\RicoD.wss", db-50, 1};

soundHit5[]={"\FDF_Sounds\Impact\RicoE.wss", db-50, 1};

soundHit6[]={"\FDF_Sounds\Impact\RicoF.wss", db-50, 1};

soundHit7[]={"\FDF_Sounds\Impact\RicoG.wss", db-50, 1};

soundHit8[]={"\FDF_Sounds\Impact\RicoA.wss", db-50, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\hit_man_1.wss", db-50, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\bullethitman2.wss", db-50, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\hit_man_3.wss", db-50, 1};

soundHitMan4[]={"\FDF_Sounds\Impact\hit_man_4.wss", db-50, 1};

soundHitMan5[]={"\FDF_Sounds\Impact\hit_man_5.wss", db-50, 1};

soundHitMan6[]={"\FDF_Sounds\Impact\hit_man_6.wss", db-50, 1};

soundHitMan7[]={"\FDF_Sounds\Impact\hit_man_7.wss", db-50, 1};

soundHitMan8[]={"\FDF_Sounds\Impact\hit_man_8.wss", db-50, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\MetalA.wss", db-50, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\MetalB.wss", db-50, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\MetalC.wss", db-50, 1};

soundHitArmor4[]={"\FDF_Sounds\Impact\MetalD.wss", db-50, 1};

soundHitArmor5[]={"\FDF_Sounds\Impact\MetalE.wss", db-50, 1};

soundHitArmor6[]={"\FDF_Sounds\Impact\MetalF.wss", db-50, 1};

soundHitArmor7[]={"\FDF_Sounds\Impact\MetalG.wss", db-50, 1};

soundHitArmor8[]={"\FDF_Sounds\Impact\MetalH.wss", db-50, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\rico_wall_1.wss", db-50, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\rico_wall_2.wss", db-50, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\rico_wall_3.wss", db-50, 1};

soundHitBuilding4[]={"\FDF_Sounds\Impact\rico_wall_4.wss", db-50, 1};

soundHitBuilding5[]={"\FDF_Sounds\Impact\rico_wall_5.wss", db-50, 1};

soundHitBuilding6[]={"\FDF_Sounds\Impact\rico_wall_6.wss", db-50, 1};

soundHitBuilding7[]={"\FDF_Sounds\Impact\rico_wall_7.wss", db-50, 1};

soundHitBuilding8[]={"\FDF_Sounds\Impact\rico_wall_8.wss", db-50, 1};

soundHitBuilding9[]={"\FDF_Sounds\Impact\rico_wall_9.wss", db-50, 1};

supersonicCrackNear1[] = {"\FDF_Sounds\Guns\ssc_c.wss", 1, 1};

supersonicCrackNear2[] = {"\FDF_Sounds\Guns\supersonic_crack_close.wss", 1, 1};

supersonicCrackFar1[] = {"\FDF_Sounds\Guns\ssc_f.wss", 1, 1};

supersonicCrackFar2[] = {"\FDF_Sounds\Guns\supersonic_crack_50meters.wss", 1, 1};

supersonicCrackFar3[] = {"\FDF_Sounds\Guns\supersonic_crack_50meters_2.wss", 1, 1};

soundFly[] = {"\FDF_Sounds\Guns\bulletnoise_1.wss", 0.112202, 1};

hitGround[]={soundHit1, 0.12, soundHit2, 0.12, soundHit3, 0.12, soundHit4, 0.12, soundHit5, 0.12, soundHit6, 0.12, soundHit7, 0.12, soundHit8, 0.12};

hitMan[]={soundHitMan1, 0.12, soundHitMan2, 0.12, soundHitMan3, 0.12, soundHitMan4, 0.12, soundHitMan5, 0.12, soundHitMan6, 0.12, soundHitMan7, 0.12, soundHitMan8, 0.12};

hitArmor[]={soundHitArmor1, 0.12, soundHitArmor2, 0.12, soundHitArmor3, 0.12, soundHitArmor4, 0.12, soundHitArmor5, 0.12, soundHitArmor6, 0.12, soundHitArmor7, 0.12, soundHitArmor8, 0.12};

hitBuilding[]={soundHitBuilding1, 0.11, soundHitBuilding2, 0.11, soundHitBuilding3, 0.11, soundHitBuilding4, 0.11, soundHitBuilding5, 0.11, soundHitBuilding6, 0.11, soundHitBuilding7, 0.11, soundHitBuilding8, 0.11, soundHitBuilding9, 0.11};

};

class B_20mm_AP : BulletBase {

soundHit1[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_20mm2.wss", db-20, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_20mm3.wss", db-20, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_20mm_m1.wss", db-20, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_20mm_m2.wss", db-20, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_20mm_m3.wss", db-20, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

hitGround[]={soundHit1, 0.50, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.50, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.50, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class B_20mm_AA : BulletBase {

soundHit1[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_20mm_m1.wss", db-20, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_20mm_m2.wss", db-20, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_20mm_m3.wss", db-20, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

hitGround[]={soundHit1, 0.50, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.50, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.50, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class B_23mm_AA : BulletBase {

soundHit1[]={"\FDF_Sounds\Impact\AZP85_explosion1.wss", db-20, 1};

soundHit2[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_20mm_m1.wss", db-20, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_20mm_m2.wss", db-20, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_20mm_m3.wss", db-20, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\AZP85_explosion1.wss", db-20, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\AZP85_explosion1.wss", db-20, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\20mm_explosions.wss", db-20, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

hitGround[]={soundHit1, 0.50, soundHit2, 0.50, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.50, soundHitMan2, 0.50, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.50, soundHitBuilding2, 0.50, soundHitBuilding3, 0.33};

};

class B_25mm_HE : BulletBase {

soundHit1[]={"\FDF_Sounds\Impact\25mm_explosions.wss", db-20, 1};

soundHit2[]={"\FDF_Sounds\Impact\25mm_explosions_2.wss", db-20, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_20mm_m1.wss", db-20, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_20mm_m2.wss", db-20, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_20mm_m3.wss", db-20, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\25mm_explosions.wss", db-20, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\25mm_explosions_2.wss", db-20, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\25mm_explosions_2.wss", db-20, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\25mm_explosions_2.wss", db-20, 1};

hitGround[]={soundHit1, 0.50, soundHit2, 0.50};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.50, soundHitMan2, 0.50};

hitBuilding[]={soundHitBuilding1, 0.50, soundHitBuilding2, 0.50};

};

class B_30mm_AP : BulletBase {

soundHit1[]={"\FDF_Sounds\Impact\Explosion_30mmAP.wss", db-20, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_2a42_a_1.wss", db-20, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_2a42_a_2.wss", db-20, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_2a42_a_3.wss", db-20, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\Explosion_30mmAP.wss", db-20, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\Explosion_30mmAP.wss", db-20, 1};

hitGround[]={soundHit1, 0.50};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.50};

hitBuilding[]={soundHitBuilding1, 0.50};

};

class B_30mm_HE : BulletBase {

soundHit1[]={"\FDF_Sounds\Impact\Explosion_30mm.wss", db-20, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_2a42_3.wss", db-20, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_2a42_1.wss", db-20, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_2a42_3.wss", db-20, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\Explosion_30mm.wss", db-20, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_2a42_3.wss", db-20, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\Explosion_30mm.wss", db-20, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_2a42_2.wss", db-20, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_2a42_3.wss", db-20, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class B_30mmA10_AP : BulletBase {

soundHit1[]={"\FDF_Sounds\Impact\expl_gau8_1.wss", db+15, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_gau8_2.wss", db+15, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_gau8_3.wss", db+15, 1};

soundHit4[]={"\FDF_Sounds\Impact\expl_gau8_4.wss", db+15, 1};

soundHit5[]={"\FDF_Sounds\Impact\expl_gau8_5.wss", db+15, 1};

soundHit6[]={"\FDF_Sounds\Impact\expl_gau8_6.wss", db+15, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_gau8_1.wss", db+15, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_gau8_2.wss", db+15, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_gau8_3.wss", db+15, 1};

soundHitArmor4[]={"\FDF_Sounds\Impact\expl_gau8_4.wss", db+15, 1};

soundHitArmor5[]={"\FDF_Sounds\Impact\expl_gau8_5.wss", db+15, 1};

soundHitArmor6[]={"\FDF_Sounds\Impact\expl_gau8_6.wss", db+15, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_gau8_1.wss", db+15, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_gau8_2.wss", db+15, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_gau8_3.wss", db+15, 1};

soundHitMan4[]={"\FDF_Sounds\Impact\expl_gau8_4.wss", db+15, 1};

soundHitMan5[]={"\FDF_Sounds\Impact\expl_gau8_5.wss", db+15, 1};

soundHitMan6[]={"\FDF_Sounds\Impact\expl_gau8_6.wss", db+15, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_gau8_1.wss", db+15, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_gau8_2.wss", db+15, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_gau8_3.wss", db+15, 1};

soundHitBuilding4[]={"\FDF_Sounds\Impact\expl_gau8_4.wss", db+15, 1};

soundHitBuilding5[]={"\FDF_Sounds\Impact\expl_gau8_5.wss", db+15, 1};

soundHitBuilding6[]={"\FDF_Sounds\Impact\expl_gau8_6.wss", db+15, 1};

supersonicCrackNear[] = {"\FDF_Sounds\Misc\null.wss", 0.0, 1};

supersonicCrackFar[] = {"\FDF_Sounds\Misc\null.wss", 0.0, 1};

hitGround[]={soundHit1, 0.17, soundHit2, 0.17, soundHit3, 0.17, soundHit4, 0.17, soundHit5, 0.17, soundHit6, 0.17};

hitArmor[]={soundHitArmor1, 0.17, soundHitArmor2, 0.17, soundHitArmor3, 0.17, soundHitArmor4, 0.17, soundHitArmor5, 0.17, soundHitArmor6, 0.17};

hitMan[]={soundHitMan1, 0.17, soundHitMan2, 0.17, soundHitMan3, 0.17, soundHitMan4, 0.17, soundHitMan5, 0.17, soundHitMan6, 0.17};

hitBuilding[]={soundHitBuilding1, 0.17, soundHitBuilding2, 0.17, soundHitBuilding3, 0.17, soundHitBuilding4, 0.17, soundHitBuilding5, 0.17, soundHitBuilding6, 0.17};

};

class GrenadeCore; // External class reference

class GrenadeBase : GrenadeCore {

soundHit1[]={"\FDF_Sounds\Impact\GrenadeA.wss", db+5, 1};

soundHit2[]={"\FDF_Sounds\Impact\GrenadeB.wss", db+5, 1};

soundHit3[]={"\FDF_Sounds\Impact\GrenadeC.wss", db+5, 1};

soundHit4[]={"\FDF_Sounds\Impact\GrenadeB.wss", db+5, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\GrenadeAM.wss", db+5, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\GrenadeBM.wss", db+5, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\GrenadeCM.wss", db+5, 1};

soundHitArmor4[]={"\FDF_Sounds\Impact\GrenadeBM.wss", db+5, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\GrenadeA.wss", db+5, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\GrenadeB.wss", db+5, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\GrenadeC.wss", db+5, 1};

soundHitMan4[]={"\FDF_Sounds\Impact\GrenadeB.wss", db+5, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\GrenadeA.wss", db+5, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\GrenadeB.wss", db+5, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\GrenadeC.wss", db+5, 1};

soundHitBuilding4[]={"\FDF_Sounds\Impact\GrenadeB.wss", db+5, 1};

hitGround[]={soundHit1, 0.16, soundHit2, 0.16, soundHit3, 0.16, soundHit4, 0.16};

hitArmor[]={soundHitArmor1, 0.16, soundHitArmor2, 0.16, soundHitArmor3, 0.16, soundHitArmor4, 0.16};

hitMan[]={soundHitMan1, 0.16, soundHitMan2, 0.16, soundHitMan3, 0.16, soundHitMan4, 0.16};

hitBuilding[]={soundHitBuilding1, 0.16, soundHitBuilding2, 0.16, soundHitBuilding3, 0.16, soundHitBuilding4, 0.16};

};

class G_30mm_HE : GrenadeBase {};

class G_40mm_HE : GrenadeBase {};

class ShellCore;

class ShellBase: ShellCore {};

class Sh_105_HE : ShellBase {

supersonicCrackNear[] = {"\FDF_Sounds\Misc\NullSound.wss", 1, 1};

supersonicCrackFar[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

soundFly[] = {"\FDF_Sounds\Guns\shellin1.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\MediumB.wss", db+35, 1};

soundHit2[]={"\FDF_Sounds\Impact\MediumC.wss", db+35, 1};

soundHit3[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHit4[]={"\FDF_Sounds\Impact\MediumD.wss", db+35, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\armorhit.wss", db+35, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\MediumC.wss", db+35, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\MediumB.wss", db+35, 1};

soundHitBuilding4[]={"\FDF_Sounds\Impact\MediumD.wss", db+35, 1};

hitGround[]={soundHit1, 0.25, soundHit2, 0.25, soundHit3, 0.25, soundHit4, 0.25};

hitArmor[]={soundHitArmor1, 0.25};

hitMan[]={soundHitMan1, 0.25};

hitBuilding[]={soundHitBuilding1, 0.25, soundHitBuilding2, 0.25, soundHitBuilding3, 0.25, soundHitBuilding4, 0.25};

};

class Sh_120_HE : ShellBase {

supersonicCrackNear[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

supersonicCrackFar[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

soundFly[] = {"\FDF_Sounds\Guns\shellin2.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35,1};

soundHit2[]={"\FDF_Sounds\Impact\MediumC.wss", db+35, 0.95};

soundHit3[]={"\FDF_Sounds\Impact\MediumD.wss", db+35, 1.05};

soundHitArmor1[]={"\FDF_Sounds\Impact\armorhit.wss", db+35, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\MediumC.wss", db+35, 0.95};

soundHitBuilding3[]={"\FDF_Sounds\Impact\MediumD.wss", db+35, 1.05};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33};

hitMan[]={soundHitMan1, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class Sh_120_SABOT : ShellBase {

supersonicCrackNear[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

supersonicCrackFar[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

soundFly[] = {"\FDF_Sounds\Guns\shellin3.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\LargeB.wss", db+35,1};

soundHit2[]={"\FDF_Sounds\Impact\LargeB.wss", db+35, 0.95};

soundHit3[]={"\FDF_Sounds\Impact\LargeB.wss", db+35, 1.05};

soundHitArmor1[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 0.95};

soundHitArmor3[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1.05};

soundHitMan1[]={"\FDF_Sounds\Impact\LargeB.wss", db+35, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\LargeB.wss", db+35, 0.95};

soundHitMan3[]={"\FDF_Sounds\Impact\LargeB.wss", db+35, 1.05};

soundHitBuilding1[]={"\FDF_Sounds\Impact\LargeB.wss", db+35, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\LargeB.wss", db+35, 0.95};

soundHitBuilding3[]={"\FDF_Sounds\Impact\LargeB.wss", db+35, 1.05};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class Sh_122_HE : ShellBase {

supersonicCrackNear[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.7, 1};

supersonicCrackFar[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

soundFly[] = {"\FDF_Sounds\Guns\shellin4.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHit2[]={"\FDF_Sounds\Impact\MediumB.wss", db+35, 1};

soundHit3[]={"\FDF_Sounds\Impact\MediumC.wss", db+35, 1};

soundHit4[]={"\FDF_Sounds\Impact\MediumD.wss", db+35, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\MediumB.wss", db+35, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\MediumC.wss", db+35, 1};

soundHitArmor4[]={"\FDF_Sounds\Impact\MediumD.wss", db+35, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\MediumB.wss", db+35, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\MediumC.wss", db+35, 1};

soundHitMan4[]={"\FDF_Sounds\Impact\MediumD.wss", db+35, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\MediumA.wss", db+35, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\MediumB.wss", db+35, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\MediumC.wss", db+35, 1};

soundHitBuilding4[]={"\FDF_Sounds\Impact\MediumD.wss", db+35, 1};

hitGround[]={soundHit1, 0.25, soundHit2, 0.25, soundHit3, 0.25, soundHit4, 0.25};

hitArmor[]={soundHitArmor1, 0.25, soundHitArmor2, 0.25, soundHitArmor3, 0.25, soundHitArmor4, 0.25};

hitMan[]={soundHitMan1, 0.25, soundHitMan2, 0.25, soundHitMan3, 0.25, soundHitMan4, 0.25};

hitBuilding[]={soundHitBuilding1, 0.25, soundHitBuilding2, 0.25, soundHitBuilding3, 0.25, soundHitBuilding4, 0.25};

};

class Sh_125_HE : ShellBase {

supersonicCrackNear[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

supersonicCrackFar[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

soundFly[] = {"\FDF_Sounds\Guns\shellin5.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\LargeC.wss", db+35,1};

soundHit2[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 0.95};

soundHit3[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1.05};

soundHitArmor1[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 0.95};

soundHitArmor3[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1.05};

soundHitMan1[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 0.95};

soundHitMan3[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1.05};

soundHitBuilding1[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 0.95};

soundHitBuilding3[]={"\FDF_Sounds\Impact\LargeC.wss", db+35, 1.05};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class Sh_125_SABOT : ShellBase {

supersonicCrackNear[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

supersonicCrackFar[] = {"\FDF_Sounds\Guns\NullSound.wss", 0.5, 1};

soundFly[] = {"\FDF_Sounds\Guns\shellin6.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\LargeD.wss", db+35,1};

soundHit2[]={"\FDF_Sounds\Impact\LargeD.wss", db+35, 0.95};

soundHit3[]={"\FDF_Sounds\Impact\LargeD.wss", db+35, 1.05};

soundHitArmor1[]={"\FDF_Sounds\Impact\ArmorD.wss", db+35, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\ArmorD.wss", db+35, 0.95};

soundHitArmor3[]={"\FDF_Sounds\Impact\ArmorD.wss", db+35, 1.05};

soundHitMan1[]={"\FDF_Sounds\Impact\LargeD.wss", db+35, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\LargeD.wss", db+35, 0.95};

soundHitMan3[]={"\FDF_Sounds\Impact\LargeD.wss", db+35, 1.05};

soundHitBuilding1[]={"\FDF_Sounds\Impact\LargeD.wss", db+35, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\LargeD.wss", db+35, 0.95};

soundHitBuilding3[]={"\FDF_Sounds\Impact\LargeD.wss", db+35, 1.05};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class RocketCore; // External class reference

class RocketBase : RocketCore {};

class R_Hydra_HE : RocketBase {

soundFly[] = {"\FDF_Sounds\Guns\fly3.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\Explosion_70mm.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\ffar_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\ffar_3.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\ata_1.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\ata_2.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\ata_3.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\Explosion_70mm.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\ffar_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\ffar_3.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\Explosion_70mm.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\ffar_2.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\ffar_3.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class R_57mm_HE : RocketBase {

soundFly[] = {"\FDF_Sounds\Guns\fly3.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_ub32_1.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_ub32_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_ub32_3.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_ub32_1.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_ub32_2.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_ub32_3.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_ub32_1.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_ub32_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_ub32_3.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_ub32_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_ub32_2.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_ub32_3.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class R_80mm_HE : RocketBase {

soundFly[] = {"\FDF_Sounds\Guns\fly3.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\Explosion_80mm.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class R_S8T_AT : RocketBase {

soundFly[] = {"\FDF_Sounds\Guns\fly3.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_ub32_1.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_ub32_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_ub32_3.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\ata_1.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\ata_2.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\ata_3.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_ub32_1.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_ub32_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_ub32_3.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_ub32_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_ub32_2.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_ub32_3.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class R_M136_AT : RocketBase {

soundFly[] = {"\FDF_Sounds\Guns\fly3.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\Explosion_84mm", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class R_PG7V_AT : RocketBase {

soundFly[] = {"\FDF_Sounds\Guns\fly3.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_rpg7v_1.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_rpg7v_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_rpg7v_3.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_rpg7v_a_1.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_rpg7v_a_2.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_rpg7v_a_3.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_rpg7v_1.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_rpg7v_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_rpg7v_3.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_rpg7v_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_rpg7v_2.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_rpg7v_3.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class R_PG7VR_AT : R_PG7V_AT {

soundFly[] = {"\FDF_Sounds\Guns\fly3.wss", 0.0, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_rpg7v_1.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_rpg7v_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_rpg7v_3.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_rpg7v_a_1.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_rpg7v_a_2.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_rpg7v_a_3.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_rpg7v_1.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_rpg7v_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_rpg7v_3.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_rpg7v_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_rpg7v_2.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_rpg7v_3.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class MissileCore;

class MissileBase: MissileCore {};

class M_Stinger_AA : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\mis_fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\sting1.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\sting2.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\sting2armor.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\sting2armor.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\sting2armor.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\sting1.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\sting2.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\sting1.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\sting2.wss", db+24, 1};

hitGround[]={soundHit1,0.33, soundHit2,0.33, soundHit3,0.33};

hitArmor[]={soundHitArmor1,0.33, soundHitArmor2,0.33, soundHitArmor3,0.33};

hitMan[]={soundHitMan1,0.33, soundHitMan2,0.33, soundHitMan3,0.33};

hitBuilding[]={soundHitBuilding1,0.33, soundHitBuilding2,0.33, soundHitBuilding3,0.33};

};

class M_Sidewinder_AA : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\mis_fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\explosion_small_09_A.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\explosion_small_09_A.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\explosion_small_09_A.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class M_Strela_AA : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\mis_fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_aa_2.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_aa_2.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_aa_2.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_aa_1.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class M_AT5_AT : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\atmground.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\at_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\at_3.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\atmarmor1.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\atmarmor2.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\atmarmor3.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\atmground.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\at_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\at_3.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\at_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\at_2.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\at_3.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class M_TOW_AT : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\Explosion_TOW.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class M_Hellfire_AT : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class M_Vikhr_AT : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\atmarmor1.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\atmarmor2.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\atmarmor3.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class M_R73_AA : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\explosion_small_09_A.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\explosion_small_09_A.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\explosion_small_09_A.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_hellfire_2.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_hellfire_1.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class M_Ch29_AT : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\explosion_large1.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\explosion_large1.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\explosion_large1.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\Explo_Medium_Vehicle1_A.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\Explo_Medium_Vehicle1_A.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\Explo_Medium_Vehicle1_A.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\explosion_large1.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\explosion_large1.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\explosion_large1.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\explosion_small_05_building.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\explosion_small_05_building.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\explosion_small_05_building.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class M_Javelin_AT : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\javelin_fly.wss", "db-10", 1};

soundHit1[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

soundHit2[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

soundHit3[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

soundHitArmor1[] = {"\FDF_Sounds\Impact\jav_arm3.wss", "db+24", 1};

soundHitArmor2[] = {"\FDF_Sounds\Impact\jav_arm2.wss", "db+24", 1};

soundHitArmor3[] = {"\FDF_Sounds\Impact\jav_arm1.wss", "db+24", 1};

soundHitMan1[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

soundHitMan2[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

soundHitMan3[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

soundHitBuilding1[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

soundHitBuilding2[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

soundHitBuilding3[] = {"\FDF_Sounds\Impact\jav_ground.wss", "db+24", 1};

hitGround[] = {"soundHit1", 0.33, "soundHit2", 0.33, "soundHit1", 0.33};

hitArmor[] = {"soundHitArmor1", 0.33, "soundHitArmor2", 0.33, "soundHitArmor3", 0.33};

hitMan[] = {"soundHitMan1", 0.33, "soundHitMan2", 0.33, "soundHitMan3", 0.33};

hitBuilding[] = {"soundHitBuilding1", 0.33, "soundHitBuilding2", 0.33, "soundHitBuilding3", 0.33};

};

class M_Maverick_AT : MissileBase {

soundFly[] = {"\FDF_Sounds\Guns\fly.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHit2[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHit3[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\Explosion_Maverick.wss", db+24, 1};

hitGround[]={soundHit1, 0.33, soundHit2, 0.33, soundHit3, 0.33};

hitArmor[]={soundHitArmor1, 0.33, soundHitArmor2, 0.33, soundHitArmor3, 0.33};

hitMan[]={soundHitMan1, 0.33, soundHitMan2, 0.33, soundHitMan3, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33, soundHitBuilding2, 0.33, soundHitBuilding3, 0.33};

};

class LaserBombCore; // External class reference

class Bo_GBU12_LGB : LaserBombCore {

soundFly[] = {"\FDF_Sounds\Guns\bomb_fall.wss", db-50, 1};

soundHit1[]={"\FDF_Sounds\Impact\Explosion_GBU12.wss", db+60, 1};

soundHit2[]={"\FDF_Sounds\Impact\gbu_1.wss", db+60, 1};

soundHit3[]={"\FDF_Sounds\Impact\gbu_2.wss", db+60, 1};

soundHit4[]={"\FDF_Sounds\Impact\gbu_3.wss", db+60, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\Explosion_GBU12.wss", db+60, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\ata_1.wss", db+60, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\ata_2.wss", db+60, 1};

soundHitArmor4[]={"\FDF_Sounds\Impact\ata_3.wss", db+60, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\Explosion_GBU12.wss", db+60, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\gbu_1.wss", db+60, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\gbu_2.wss", db+60, 1};

soundHitMan4[]={"\FDF_Sounds\Impact\gbu_3.wss", db+60, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\Explosion_GBU12.wss", db+60, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\gbu_1.wss", db+60, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\gbu_2.wss", db+60, 1};

soundHitBuilding4[]={"\FDF_Sounds\Impact\gbu_3.wss", db+60, 1};

hitGround[]={soundHit1, 0.25, soundHit2, 0.25, soundHit3, 0.25, soundHit4, 0.25};

hitArmor[]={soundHitArmor1, 0.25, soundHitArmor2, 0.25, soundHitArmor3, 0.25, soundHitArmor4, 0.25};

hitMan[]={soundHitMan1, 0.25, soundHitMan2, 0.25, soundHitMan3, 0.25, soundHitMan4, 0.25};

hitBuilding[]={soundHitBuilding1, 0.25, soundHitBuilding2, 0.25, soundHitBuilding3, 0.25, soundHitBuilding4, 0.25};

};

class Grenade;

class GrenadeHand : Grenade {

soundFly[] = {"\FDF_Sounds\Impact\Open_Grenade1.wss", db-60, 1};

soundHit1[]={"\FDF_Sounds\Impact\explosion_small_19_grenade.wss", db+5, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\explosion_small_19_grenade.wss", db+5, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\explosion_small_19_grenade.wss", db+5, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\explosion_small_19_grenade.wss", db+5, 1};

hitGround[]={soundHit1, 0.33};

hitArmor[]={soundHitArmor1, 0.33};

hitMan[]={soundHitMan1, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33};

};

class GrenadeHandTimed : GrenadeHand {

soundFly[] = {"\FDF_Sounds\Impact\Open_Grenade1.wss", db-60, 1};

soundHit1[]={"\FDF_Sounds\Impact\explosion_small_19_grenade.wss", db+5, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\explosion_small_19_grenade.wss", db+5, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\explosion_small_19_grenade.wss", db+5, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\explosion_small_19_grenade.wss", db+5, 1};

hitGround[]={soundHit1, 0.33};

hitArmor[]={soundHitArmor1, 0.33};

hitMan[]={soundHitMan1, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33};

};

class SmokeShell : GrenadeHand {

soundFly[] = {"\FDF_Sounds\Impact\Open_Grenade1.wss", db-60, 1};

soundHit1[]={"\FDF_Sounds\Impact\sg_explode.wss", db-80, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\sg_explode.wss", db-80, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\sg_explode.wss", db-80, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\sg_explode.wss", db-80, 1};

hitGround[]={soundHit1, 0.33};

hitArmor[]={soundHitArmor1, 0.33};

hitMan[]={soundHitMan1, 0.33};

hitBuilding[]={soundHitBuilding1, 0.33};

};

class TimeBomb : TimeBombCore {

soundFly[] = {"\FDF_Sounds\Guns\c4_f.wss", db-90, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_c4_1.wss", db+35, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_c4_2.wss", db+35, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_c4_3.wss", db+35, 1};

soundHit4[]={"\FDF_Sounds\Impact\expl_c4_4.wss", db+35, 1};

soundHitArmor1[]={"\FDF_Sounds\Impact\expl_c4_1.wss", db+35, 1};

soundHitArmor2[]={"\FDF_Sounds\Impact\expl_c4_2.wss", db+35, 1};

soundHitArmor3[]={"\FDF_Sounds\Impact\expl_c4_3.wss", db+35, 1};

soundHitArmor4[]={"\FDF_Sounds\Impact\expl_c4_4.wss", db+35, 1};

soundHitMan1[]={"\FDF_Sounds\Impact\expl_c4_1.wss", db+35, 1};

soundHitMan2[]={"\FDF_Sounds\Impact\expl_c4_2.wss", db+35, 1};

soundHitMan3[]={"\FDF_Sounds\Impact\expl_c4_3.wss", db+35, 1};

soundHitMan4[]={"\FDF_Sounds\Impact\expl_c4_4.wss", db+35, 1};

soundHitBuilding1[]={"\FDF_Sounds\Impact\expl_c4_1.wss", db+35, 1};

soundHitBuilding2[]={"\FDF_Sounds\Impact\expl_c4_2.wss", db+35, 1};

soundHitBuilding3[]={"\FDF_Sounds\Impact\expl_c4_3.wss", db+35, 1};

soundHitBuilding4[]={"\FDF_Sounds\Impact\expl_c4_4.wss", db+35, 1};

hitGround[]={soundHit1, 0.25, soundHit2, 0.25, soundHit3, 0.25, soundHit4, 0.25};

hitArmor[]={soundHitArmor1, 0.25, soundHitArmor2, 0.25, soundHitArmor3, 0.25, soundHitArmor4, 0.25};

hitMan[]={soundHitMan1, 0.25, soundHitMan2, 0.25, soundHitMan3, 0.25, soundHitMan4, 0.25};

hitBuilding[]={soundHitBuilding1, 0.25, soundHitBuilding2, 0.25, soundHitBuilding3, 0.25, soundHitBuilding4, 0.25};

};

class PipeBomb : TimeBomb {

soundFly[] = {"\FDF_Sounds\Guns\c4_f.wss", db-90, 1};

soundHit1[]={"\FDF_Sounds\Impact\expl_c4_1.wss", db+35, 1};

soundHit2[]={"\FDF_Sounds\Impact\expl_c4_2.wss", db+35, 1};

soundHit3[]={"\FDF_Sounds\Impact\expl_c4_3.wss", db+35, 1};

soundHit4[]={"\FDF_Sounds\Impact\expl_c4_4.wss", db+35, 1};

soundHitArmor1[]={"\FDF_Sounds\Impac

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