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fn_initVarCommon.sqf
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350 lines (311 loc) · 18.3 KB
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/*
* This is the first initVar that gets called, and it gets called on both the client and the server.
* Generally, this should only be constants.
*/
scriptName "initVarCommon.sqf";
#include "..\..\script_component.hpp"
FIX_LINE_NUMBERS()
Info("initVarCommon started");
////////////////////////////////////
// INITIAL SETTING AND VARIABLES ///
////////////////////////////////////
Info("Setting initial variables");
debug = false;
//A3A_customHintEnable = false; // Disables custom hints for boot duration. Is set to true in initClient.
////////////////////////////////////
// BEGIN SIDES AND COLORS ///
////////////////////////////////////
Occupants = west;
Invaders = east;
teamPlayer = independent; // uh, probably don't need this yet unless something is busted?
Rivals = opfor; //east
colorOccupants = "colorBLUFOR";
colorInvaders = "colorOPFOR";
colorCivilian = "ColorCIV";
colorTeamPlayer = "colorGUER";
colorRivals = "ColorBrown";
respawnTeamPlayer = "respawn_guerrila";
posHQ = getMarkerPos respawnTeamPlayer;
////////////////////////////////////////
// DECLARING PATCOM VARIABLES ///
////////////////////////////////////////
Info("Initialising PATCOM Variables");
PATCOM_DEBUG = false; // Enable PATCOM specific debug.
PATCOM_VISUAL_RANGE = 400; // How far before PATCOM can start to detect enemies.
PATCOM_TARGET_TIME = 120; // How long before PATCOM unit forgets about an enemy.
PATCOM_ARTILLERY_MANAGER = true; // Allow Patcome to control AI Artillery. False is default A3 Artillery AI.
PATCOM_ARTILLERY_DELAY = 30; // How quickly artillery becomes available again after firing in seconds.
PATCOM_AI_STATICS = true; // Allow AI to find and arm statics near their group.
PATCOM_AI_STATIC_ARM = 120; // How long AI stay on static weapons after they arm them.
////////////////////////////////////////
// DECLARING ITEM CATEGORIES ///
////////////////////////////////////////
Info("Declaring item categories");
weaponCategories = ["Rifles", "Handguns", "MachineGuns", "MissileLaunchers", "Mortars", "RocketLaunchers", "Shotguns", "SMGs", "SniperRifles", "UsedLaunchers"];
itemCategories = ["Gadgets", "Bipods", "MuzzleAttachments", "PointerAttachments", "Optics", "Binoculars", "Compasses", "FirstAidKits", "GPS", "LaserDesignators",
"Maps", "Medikits", "MineDetectors", "NVGs", "Radios", "Toolkits", "UAVTerminals", "Watches", "Glasses", "Headgear", "Vests", "Uniforms", "Backpacks"];
magazineCategories = ["MagArtillery", "MagBullet", "MagFlare", "Grenades", "MagLaser", "MagMissile", "MagRocket", "MagShell", "MagShotgun", "MagSmokeShell"];
explosiveCategories = ["Mine", "MineBounding", "MineDirectional"];
otherCategories = ["Unknown"];
//************************************************************************************************************
//ALL ITEMS THAT ARE MEMBERS OF CATEGORIES BELOW THIS LINE **MUST** BE A MEMBER OF ONE OF THE ABOVE CATEGORIES.
//************************************************************************************************************
//Categories that consist only of members of other categories, e.g, 'Weapons' contains items of every category from in weaponCategories;
aggregateCategories = ["Weapons", "Items", "Magazines", "Explosives"];
//All items in here *must* also be a member of one of the above categories.
//These are here because it's non-trivial to identify items in them. They might be a very specific subset of items, or the logic that identifies them might not be perfect.
//It's recommended that these categories be used with caution.
specialCategories = ["AA", "AT", "GrenadeLaunchers", "LightAttachments", "LaserAttachments", "Chemlights", "SmokeGrenades", "LaunchedSmokeGrenades", "LaunchedFlares", "HandFlares", "IRGrenades","LaserBatteries",
"RebelUniforms", "CivilianUniforms", "BackpacksEmpty", "BackpacksTool", "BackpacksStatic", "BackpacksDevice", "BackpacksRadio", "CivilianVests", "ArmoredVests", "ArmoredHeadgear", "CosmeticHeadgear",
"CosmeticGlasses", "ThermalNVGs", "OpticsClose", "OpticsMid", "OpticsLong", "ExplosiveCharges", "Disposable", "MinesAPERS", "MinesAT"]; ///could probably do some smart check for silencers and bipods, but I don't know anything about their configs
allCategoriesExceptSpecial = weaponCategories + itemCategories + magazineCategories + explosiveCategories + otherCategories + aggregateCategories;
allCategories = allCategoriesExceptSpecial + specialCategories;
// Initialize categoryOverrides. Clients need this for equipmentClassToCategories to work.
[] call A3A_fnc_categoryOverrides;
////////////////////////////////////
// BEGIN MOD DETECTION ///
////////////////////////////////////
Info("Starting mod detection");
// Load the climate here for the moment, because we need it early and globally
private _worldName = toLowerAnsi worldName;
A3A_climate = toLower (if (isText (missionConfigFile/"A3A"/"mapInfo"/_worldName/"climate")) then {
getText (missionConfigFile/"A3A"/"mapInfo"/_worldName/"climate")
} else {
getText (configFile/"A3A"/"mapInfo"/_worldName/"climate")
});
// Short Info of loaded mods needs to be added to this array. eg: `A3A_loadedTemplateInfoXML pushBack ["RHS","All factions will be replaced by RHS (AFRF & USAF & GREF)."];`
A3A_loadedTemplateInfoXML = [];
//Mod detection is done locally to each client, in case some clients have different modsets for some reason.
//Radio Detection
A3A_hasTFAR = isClass (configFile >> "CfgPatches" >> "task_force_radio");
A3A_hasACRE = isClass (configFile >> "cfgPatches" >> "acre_main");
A3A_hasTFARBeta = isClass (configFile >> "CfgPatches" >> "tfar_static_radios");
if (A3A_hasTFARBeta) then {A3A_hasTFAR = false};
//ACE Detection
A3A_hasACE = (!isNil "ace_common_fnc_isModLoaded");
A3A_hasACEHearing = isClass (configFile >> "CfgSounds" >> "ACE_EarRinging_Weak");
A3A_hasACEMedical = isClass (configFile >> "CfgSounds" >> "ACE_heartbeat_fast_3");
//ADV-CPR Pike Edition detection
A3A_hasADV = false;
if (A3A_hasACEMedical && isClass (configFile >> "CfgPatches" >> "adv_aceCPR")) then {A3A_hasADV = true; Info("ADV Detected.") };
//KAT medical detection
A3A_hasKAT = false;
if(A3A_hasACEMedical && isClass (configFile >> "CfgWeapons" >> "kat_scalpel")) then {A3A_hasKAT = true; Info("KAT MED Detected.") };
// Zeus enhanced
A3A_hasZen = (isClass (configFile >> "CfgPatches" >> "zen_common"));
// Zeus enhanced
A3A_hasZen = (isClass (configFile >> "CfgPatches" >> "zen_common"));
//Content Mods (Units, Vehicles, Weapons, Clothes etc.)
//These are handled by a script in the Templates folder to keep integrators away from critical code.
//call A3A_fnc_detector;
////////////////////////////////////
// BUILDINGS LISTS ///
////////////////////////////////////
Info("Creating building arrays");
A3A_buildingWhitelist = [
"Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F","Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F","Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F", "Land_Cargo_Tower_V3_F", "Land_Cargo_Tower_V4_F"
];
A3A_milBuildingWhitelist = A3A_buildingWhitelist + [
"Land_Radar_01_HQ_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V1_F","Land_Cargo_Patrol_V2_F","Land_Cargo_Patrol_V3_F", "Land_Cargo_Patrol_V4_F","Land_HelipadSquare_F","Land_Posed","Land_Hlaska","Land_fortified_nest_small_EP1",
"Land_fortified_nest_small","Fort_Nest","Fortress1","Land_GuardShed","Land_BagBunker_Small_F","Land_BagBunker_01_small_green_F","Land_vn_b_tower_01","Land_vn_o_shelter_05","Land_vn_bagbunker_01_small_green_f","Land_vn_bagbunker_small_f", "Land_vn_o_tower_01","Land_vn_o_tower_02", "Land_vn_o_tower_03","Land_vn_hut_tower_01",
"Land_vn_o_platform_05","Land_vn_o_platform_06","Land_vn_o_snipertree_01","Land_vn_o_snipertree_02","Land_vn_o_snipertree_03","Land_vn_o_snipertree_04","Land_vn_o_platform_01","Land_vn_o_platform_02","Land_vn_o_platform_03", "Land_vn_hlaska", "Land_vn_b_trench_bunker_04_01", "Land_vn_pillboxbunker_02_hex_f", "Land_vn_guardtower_01_f",
"Land_vn_strazni_vez", "Land_vn_b_trench_firing_05", "Land_vn_cementworks_01_grey_f", "Land_vn_cementworks_01_brick_f", "Land_vn_radar_01_hq_f", "Land_vn_a_office01", "Land_SPE_Sandbag_Nest", "land_gm_euro_barracks_02_win",
"land_bunker_garage",
"Land_Hlidac_budka",
"Land_Bunker_01_big_F",
"Land_Bunker_01_tall_F",
"Land_Bunker_01_small_F",
"Land_Bunker_01_HQ_F",
"Land_Mil_House",
"Land_aif_strazni_vez",
"Land_aif_hlaska",
"Land_MBG_Killhouse_2",
"WarfareBDepot",
"Land_HelipadCivil_F",
"Land_HelipadCircle_F",
"Land_BludpadCircle",
"Land_vn_b_helipad_01",
"Land_Barracks_06_F",
"Land_ControlTower_02_F",
"Land_ControlTower_01_F",
"Land_GuardHouse_02_F",
"Land_GuardHouse_02_grey_F",
"Land_ServiceHangar_01_L_F",
"Land_ServiceHangar_01_R_F",
"Land_MobileRadar_01_radar_F",
"Land_i_Barracks_V1_F",
"Land_i_Barracks_V2_F",
"Land_u_Barracks_V2_F",
"Land_Barracks_01_dilapidated_F",
"Land_Barracks_01_grey_F",
"Land_Barracks_01_camo_F",
"land_gm_euro_barracks_01_win",
"land_gm_euro_barracks_01",
"land_gm_tower_bt_6_fuest_80",
"land_gm_tower_bt_11_60",
"land_gm_sandbags_02_bunker_high",
"land_gm_woodbunker_01_bags",
"land_gm_euro_misc_viewplatform_01",
"Land_Strazni_vez",
"Land_HBarrierTower_F",
"Land_HBarrier_01_big_tower_green_F",
"Land_Fort_Watchtower_EP1",
"Land_Fort_Watchtower",
"Land_HBarrier_01_tower_green_F",
"Land_BagBunker_Tower_F",
"Land_BagBunker_Large_F",
"Land_fortified_nest_big_EP1",
"Land_fortified_nest_big",
"Land_BagBunker_01_large_green_F",
"Land_GuardTower_01_F",
"Land_vn_bunker_small_01",
"Land_vn_bunker_big_01",
"Land_GuardBox_01_brown_F",
"Land_GuardBox_01_green_F",
"Land_GuardBox_01_smooth_F",
"Land_GuardTower_02_F",
"Land_vn_guardtower_02_f",
"Land_vn_guardtower_03_f",
"Land_vn_guardtower_04_f",
"Land_WW2_Bunker_H679",
"Land_WW2_Bunker_Gun_R",
"Land_WW2_Bunker_Gun_L",
"Land_WW2_BET_Flak_Bettung",
"Land_SPE_H612",
"Land_SPE_H630",
"Land_SPE_H667",
"Land_SPE_H669",
"Land_SPE_H679",
"LAND_CSJ_gunpit",
"LAND_uns_weapon_pit",
"csj_VCbunk01",
"Land_Vil_Tower",
"A3U_StaticHolderSmall",
"A3U_StaticHolderMediumAT",
"A3U_StaticHolderMediumAA",
"A3U_StaticHolderLargeAT",
"A3U_StaticHolderLargeAA"
];
A3A_buildingBlacklist = [
"Bridge_PathLod_base_F","Land_Slum_House03_F","Land_Bridge_01_PathLod_F","Land_Bridge_Asphalt_PathLod_F","Land_Bridge_Concrete_PathLod_F","Land_Bridge_HighWay_PathLod_F","Land_Bridge_01_F","Land_Bridge_Asphalt_F","Land_Bridge_Concrete_F","Land_Bridge_HighWay_F","Land_Canal_Wall_Stairs_F","warehouse_02_f",
"cliff_wall_tall_f","cliff_wall_round_f","containerline_02_f","containerline_01_f","warehouse_01_f","quayconcrete_01_20m_f","airstripplatform_01_f","airport_02_terminal_f","cliff_wall_long_f","shop_town_05_f","Land_ContainerLine_01_F","Land_MilOffices_V1_F","Land_vn_b_trench_bunker_01_01","Land_vn_mil_barracks_i_ep1","Land_vn_barracks_03_f",
"Land_vn_barracks_01","Land_vn_b_trench_bunker_02_01","Land_vn_b_trench_bunker_02_02","Land_vn_hootch_01_12","Land_vn_hootch_01_11","Land_vn_barracks_02_f","Land_vn_hootch_01_01","Land_vn_barracks_05_f","Land_vn_barracks_04_f","Land_vn_barracks_03_01","Land_vn_barracks_03","Land_vn_barracks_03_02","Land_vn_b_trench_bunker_02_04",
"Land_vn_b_trench_bunker_02_03","Land_vn_b_trench_bunker_01_02","Land_vn_hootch_01_02","Land_vn_hootch_02_11","Land_vn_hootch_02_01","Land_vn_hootch_02_02","Land_vn_hootch_01_03","Land_vn_hootch_02_03","Land_vn_hootch_01_13","Land_vn_barracks_03_04","Land_vn_barracks_03_03","Land_vn_b_trench_bunker_03_02","Land_vn_b_trench_bunker_03_01",
"Land_vn_quonset_02_01","Land_vn_quonset_02","Land_vn_quonset_01","Land_vn_hootch_01","Land_vn_hootch_02","Land_vn_barracks_02","Land_vn_barracks_02_01","Land_vn_barracks_04","Land_vn_b_trench_bunker_03_03","Land_vn_tent_mash_01_01","Land_vn_tent_mash_01_02","Land_vn_tent_01_03","Land_vn_tent_01_01","Land_vn_tent_01_02","Land_vn_tent_01_04",
"Land_vn_barracks_04_01","Land_vn_barracks_04_02","Land_vn_b_trench_bunker_01_03","Land_vn_b_trench_bunker_03_04","Land_vn_tent_mash_01_04","Land_vn_tent_02_01","Land_vn_tent_02_02","Land_vn_tent_mash_01","Land_vn_tent_mash_02_03","Land_vn_tent_mash_02_04","Land_vn_hut_old02","Land_vn_tent_02_04","Land_vn_tent_02_03","Land_vn_tent_mash_02_02",
"Land_vn_tent_mash_02_01","Land_vn_tent_mash_01_03","Land_vn_army_hut_storrage","Land_vn_army_hut_int","Land_vn_wf_field_hospital_east","Land_vn_army_hut2_int","Land_vn_army_hut3_long_int", "Land_vn_o_prop_cong_cage_01", "Land_vn_o_prop_cong_cage_02", "Land_vn_o_prop_cong_cage_03", "Land_SPE_bocage_long_mound", "Land_SPE_bocage_short_mound", "Land_SPE_bocage_short_mound_lc", "Land_SPE_bocage_long_mound_lc"
];
//Lights and Lamps array used for 'Blackout'
A3A_lampTypes = [
"Lamps_Base_F", "PowerLines_base_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampHarbour_F", "Land_LampShabby_F", "Land_NavigLight", "Land_runway_edgelight", "Land_PowerPoleWooden_L_F", "Land_SPE_StreetLamp_Off", "Land_SPE_StreetLamp", "Land_SPE_StreetLamp_pole_off", "Land_SPE_StreetLamp_pole", "Land_SPE_StreetLamp_wall_off", "Land_SPE_StreetLamp_wall", "Land_SPE_Ger_Lamp", "Land_SPE_US_Lamp", "Land_SPE_Onion_Lamp", "land_gm_ge_lamp_02_02",
"land_gm_gc_lamp_02_02",
"land_gm_gc_lamp_03",
"land_gm_gc_lamp_04",
"land_gm_ge_lamp_01_01",
"land_gm_gc_lamp_01_02",
"land_gm_ge_lamp_02_01",
"land_gm_gc_lamp_02_01",
"land_gm_ge_lamp_03_01",
"land_gm_ge_lamp_03_02",
"land_gm_ge_lamp_04_01",
"land_gm_ge_lamp_04_02",
"land_gm_ge_lamp_05",
"land_gm_gc_lamp_01_01",
"land_gm_ge_lamp_01_02",
"Land_LampAirport_F",
"Land_LampStreet_small_F",
"Land_LampStreet_F",
"Land_LampIndustrial_01_F",
"Land_LampIndustrial_02_F",
"Land_LampStreet_02_double_F",
"Land_LampStreet_02_amplion_F",
"Land_LampStreet_02_triple_F",
"Land_LampStreet_02_F",
"Land_Lamp_Street1_EP1",
"Land_Lamp_Street2_EP1",
"Land_Lampa_Ind_EP1",
"Land_Lamp_Small_EP1",
"Land_Lampa_ind_b",
"Land_Lampa_ind",
"Land_Lampa_ind_zebr",
"Land_Lampa_cut",
"Land_Lampa_sidl_3",
"Land_Lampa_sidl_2",
"Land_Lampadrevo",
"Land_Lampa_sidl",
"Land_Lampazel",
"Land_Vo_seda",
"Land_Tlampac_vo_seda",
"Land_Vo_zlut",
"Land_Lampa_valec",
"Land_Lampa_vysoka",
"Land_vn_lampshabby_f_4xdir_close",
"Land_vn_lampshabby_f_4xdir_far",
"Land_vn_lampshabby_f_4xdir_normal"
];
////////////////////////////////////
// SOUNDS AND ANIMATIONS ///
////////////////////////////////////
Info("Compiling sounds and animations");
A3A_sounds_dogBark = ["x\A3A\addons\core\Music\dog_bark01.wss", "x\A3A\addons\core\Music\dog_bark02.wss", "x\A3A\addons\core\Music\dog_bark04.wss", "x\A3A\addons\core\Music\dog_bark05.wss", "x\A3A\addons\core\Music\dog_maul01.wss", "x\A3A\addons\core\Music\dog_yelp02.wss"];
injuredSounds = // Todo: migrate functions to A3A_sounds_callMedic
[
"a3\sounds_f\characters\human-sfx\Person0\P0_moan_13_words.wss","a3\sounds_f\characters\human-sfx\Person0\P0_moan_14_words.wss","a3\sounds_f\characters\human-sfx\Person0\P0_moan_15_words.wss","a3\sounds_f\characters\human-sfx\Person0\P0_moan_16_words.wss","a3\sounds_f\characters\human-sfx\Person0\P0_moan_17_words.wss",
"a3\sounds_f\characters\human-sfx\Person0\P0_moan_18_words.wss","a3\sounds_f\characters\human-sfx\Person0\P0_moan_19_words.wss","a3\sounds_f\characters\human-sfx\Person0\P0_moan_20_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_19_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_20_words.wss",
"a3\sounds_f\characters\human-sfx\Person1\P1_moan_21_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_22_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_23_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_24_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_25_words.wss",
"a3\sounds_f\characters\human-sfx\Person1\P1_moan_26_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_27_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_28_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_29_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_30_words.wss",
"a3\sounds_f\characters\human-sfx\Person1\P1_moan_31_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_32_words.wss","a3\sounds_f\characters\human-sfx\Person1\P1_moan_33_words.wss","a3\sounds_f\characters\human-sfx\Person2\P2_moan_19_words.wss"
];
A3A_sounds_moan = injuredSounds;
A3A_sounds_soundInjured_low = [];
A3A_sounds_soundInjured_mid = [];
A3A_sounds_soundInjured_max = [];
[] call A3A_fnc_createCivilianTracks;
private _soundPersonParent = "a3\sounds_f\characters\human-sfx\";
for "_person" from 1 to 18 do {
private _personFolder = str _person;
if (_person < 10) then { _personFolder = "0" + _personFolder; };
private _personFolder = "P" + _personFolder + "\";
{
private _soundList = missionNamespace getVariable ["A3A_sounds_soundInjured_" + _x, []];
for "_level" from 1 to 5 do {
_soundList pushBack (_soundPersonParent + _personFolder + "Soundinjured_"+_x+"_"+str _level+".wss");
};
} forEach ["Low","Mid","Max"];
};
belongings = [
"Land_Document_01_F",
"Land_File1_F",
"Land_FilePhotos_F",
"Land_File2_F",
"Land_File_research_F",
"Land_Notepad_F",
"Land_PenBlack_F",
"Land_TacticalBacon_F",
"Land_TinContainer_F",
"Land_Magazine_rifle_F",
"Land_Antimalaricum_01_F",
"Land_Bandage_F",
"Land_Map_F",
"Land_Map_unfolded_Malden_F",
"Land_Matches_F",
"Land_CanOpener_F",
"Land_MobilePhone_old_F",
"Land_MobilePhone_smart_F"
];
A3A_medicalProps = [
"Land_Bandage_F",
"Land_IntravenBag_01_empty_F",
"MedicalGarbage_01_Bandage_F",
"MedicalGarbage_01_Gloves_F",
"MedicalGarbage_01_Injector_F",
"MedicalGarbage_01_Packaging_F",
"MedicalGarbage_01_FirstAidKit_F"
];
flareSounds = ["A3\Sounds_F\weapons\Flare_Gun\flaregun_1.wss", "A3\Sounds_F\weapons\Flare_Gun\flaregun_2.wss"];
medicAnims = ["AinvPknlMstpSnonWnonDnon_medic_1","AinvPknlMstpSnonWnonDnon_medic0","AinvPknlMstpSnonWnonDnon_medic1","AinvPknlMstpSnonWnonDnon_medic2"];
radioSoundsIn = ["a3\dubbing_radio_f\sfx\in2a.ogg", "a3\dubbing_radio_f\sfx\in2b.ogg", "a3\dubbing_radio_f\sfx\in2c.ogg"];
radioSoundsMid = ["a3\dubbing_radio_f\sfx\radionoise1.ogg", "a3\dubbing_radio_f\sfx\radionoise2.ogg", "a3\dubbing_radio_f\sfx\radionoise3.ogg"];
radioSoundsOut = ["a3\dubbing_radio_f\sfx\out2a.ogg", "a3\dubbing_radio_f\sfx\out2b.ogg", "a3\dubbing_radio_f\sfx\out2c.ogg"];
#include "varsHardcoded.hpp"
Info("initVarCommon completed");