use "loadoutinclude"; use "font"; ////////////////////////////////////////////////////////////////////////////// // // Shared Definitions // ////////////////////////////////////////////////////////////////////////////// defaultPrefix = "l"; cargoPrefix = "l"; cargoImage = ImportImage("slotemptybmp", true); weaponImage = ImportImage("slotemptybmp", true); magazineImage = ImportImage("slotemptybmp", true); dispenserImage = ImportImage("slotemptybmp", true); shieldImage = ImportImage("slotemptybmp", true); cloakImage = ImportImage("slotemptybmp", true); packImage = ImportImage("slotemptybmp", true); afterBurnerImage = ImportImage("slotemptybmp", true); chaffImage = ImportImage("slotemptybmp", true); color = white; font = smallFont; width = 128; // // The default loadout will be used if there isn't a loadout definition for a certain hull // loadoutDefault = [ // ( slot type, mount, bitmapPrefix, slot background, position) (equipmentTypeWeapon, 0, defaultPrefix, weaponImage, Point( 19, 33)), (equipmentTypeWeapon, 1, defaultPrefix, weaponImage, Point( 19, 72)), (equipmentTypeWeapon, 2, defaultPrefix, weaponImage, Point( 19, 110)), (equipmentTypeWeapon, 3, defaultPrefix, weaponImage, Point( 19, 150)), (equipmentTypeTurret, 0, defaultPrefix, weaponImage, Point( 19, 305)), (equipmentTypeTurret, 1, defaultPrefix, weaponImage, Point( 19, 344)), (equipmentTypeTurret, 2, defaultPrefix, weaponImage, Point( 19, 382)), (equipmentTypeTurret, 3, defaultPrefix, weaponImage, Point( 19, 420)), (equipmentTypeMagazine, 0, defaultPrefix, magazineImage, Point( 19, 226)), (equipmentTypeAfterburner, 0, cargoPrefix, afterBurnerImage, Point(651, 33)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point(651, 73)), (equipmentTypeCloak, 0, cargoPrefix, cloakImage, Point(651, 110)), (equipmentTypeDispenser, 0, cargoPrefix, dispenserImage, Point(651, 150)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point(651, 188)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point(651, 267)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point(651, 305)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(651, 344)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(651, 383)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(651, 421)) ]; // // Shared loadout definitions // //lightfighter = interceptor loadoutLightFighter = [ (equipmentTypeWeapon, 0, defaultPrefix, weaponImage, Point( 15, 14)), (equipmentTypeWeapon, 1, defaultPrefix, weaponImage, Point(142, 14)), (equipmentTypeMagazine, 0, defaultPrefix, magazineImage, Point(266, 14)), (equipmentTypeAfterburner, 0, cargoPrefix, afterBurnerImage, Point( 15, 56)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 98)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 15, 140)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; //loadoutLightFighterOverlay = // GroupImage( // [ // TranslateImage( // StringImage(JustifyLeft, 128, font, color, gunner0), // Point(15, 273) // y = geoSize.y - 14 + font.size.y // ) // ] // ); loadoutScout = [ (equipmentTypeWeapon, 0, defaultPrefix, weaponImage, Point( 15, 14)), (equipmentTypeAfterburner, 0, cargoPrefix, afterBurnerImage, Point( 15, 56)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 98)), (equipmentTypeCloak, 0, cargoPrefix, cloakImage, Point( 15, 140)), (equipmentTypeDispenser, 0, cargoPrefix, dispenserImage, Point( 15, 182)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 78, 182)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; loadoutRecovery = [ (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 56)), (equipmentTypeDispenser, 0, cargoPrefix, dispenserImage, Point( 15, 98)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 15, 140)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; loadoutRURecovery = [ (equipmentTypeAfterburner, 0, cargoPrefix, afterBurnerImage, Point( 15, 56)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 98)), (equipmentTypeDispenser, 0, cargoPrefix, dispenserImage, Point( 15, 140)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 15, 182)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; loadoutAssaultFighter = [ (equipmentTypeWeapon, 0, defaultPrefix, weaponImage, Point( 15, 14)), (equipmentTypeWeapon, 1, defaultPrefix, weaponImage, Point(142, 14)), (equipmentTypeWeapon, 2, defaultPrefix, weaponImage, Point(266, 14)), (equipmentTypeMagazine, 0, defaultPrefix, magazineImage, Point(266, 47)), (equipmentTypeAfterburner, 0, cargoPrefix, afterBurnerImage, Point( 15, 56)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 98)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 15, 140)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; loadoutFrigate = [ (equipmentTypeWeapon, 0, defaultPrefix, weaponImage, Point( 15, 14)), (equipmentTypeWeapon, 1, defaultPrefix, weaponImage, Point(142, 14)), (equipmentTypeWeapon, 2, defaultPrefix, weaponImage, Point(266, 14)), (equipmentTypeWeapon, 3, defaultPrefix, weaponImage, Point(266, 47)), (equipmentTypeMagazine, 0, defaultPrefix, magazineImage, Point(142, 47)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 56)), (equipmentTypeDispenser, 0, cargoPrefix, dispenserImage, Point( 15, 98)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 15, 140)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; loadoutAPC = [ (equipmentTypeAfterburner, 0, cargoPrefix, afterBurnerImage, Point( 15, 56)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 98)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 15, 140)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; loadoutTacticalFighter = [ (equipmentTypeWeapon, 0, defaultPrefix, weaponImage, Point( 15, 14)), (equipmentTypeWeapon, 1, defaultPrefix, weaponImage, Point(142, 14)), (equipmentTypeMagazine, 0, defaultPrefix, magazineImage, Point(266, 14)), (equipmentTypeAfterburner, 0, cargoPrefix, afterBurnerImage, Point( 15, 56)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 98)), (equipmentTypeCloak, 0, cargoPrefix, cloakImage, Point( 15, 140)), (equipmentTypeDispenser, 0, cargoPrefix, dispenserImage, Point( 15, 182)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 78, 182)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; loadoutBomber = [ (equipmentTypeWeapon, 0, defaultPrefix, weaponImage, Point( 15, 14)), (equipmentTypeWeapon, 1, defaultPrefix, weaponImage, Point(142, 14)), (equipmentTypeWeapon, 2, defaultPrefix, weaponImage, Point(266, 14)), (equipmentTypeWeapon, 3, defaultPrefix, weaponImage, Point(266, 47)), (equipmentTypeMagazine, 0, defaultPrefix, magazineImage, Point(142, 47)), (equipmentTypeAfterburner, 0, cargoPrefix, afterBurnerImage, Point( 15, 56)), (equipmentTypeShield, 0, cargoPrefix, shieldImage, Point( 15, 98)), (equipmentTypeChaff, 0, cargoPrefix, chaffImage, Point( 15, 140)), (equipmentTypeCargo, 0, cargoPrefix, cargoImage, Point( 18, 236)), (equipmentTypeCargo, 1, cargoPrefix, cargoImage, Point( 78, 236)), (equipmentTypeCargo, 2, cargoPrefix, cargoImage, Point(137, 236)), (equipmentTypeCargo, 3, cargoPrefix, cargoImage, Point(196, 236)), (equipmentTypeCargo, 4, cargoPrefix, cargoImage, Point(254, 236)) ]; // // There should be one loadout per hull type // loadout8 = loadoutDefault; //loadoutLightFighter; loadout12 = loadoutDefault; //loadoutLightFighter; loadout48 = loadoutDefault; //loadoutLightFighter; loadout38 = loadoutDefault; //loadoutScout; loadout10 = loadoutDefault; //loadoutScout; loadout39 = loadoutDefault; //loadoutScout; loadout6 = loadoutDefault; //loadoutRecovery; loadout13 = loadoutDefault; //loadoutRecovery; loadout46 = loadoutDefault; //loadoutRURecovery; loadout7 = loadoutDefault; //loadoutAssaultFighter; loadout14 = loadoutDefault; //loadoutAssaultFighter; loadout2 = loadoutDefault; //loadoutAssaultFighter; loadout22 = loadoutDefault; //loadoutFrigate; loadout21 = loadoutDefault; //loadoutFrigate; loadout26 = loadoutDefault; //loadoutFrigate; loadout20 = loadoutDefault; //loadoutAPC; loadout41 = loadoutDefault; //loadoutAPC; loadout42 = loadoutDefault; //loadoutAPC; loadout1 = loadoutDefault; //loadoutTacticalFighter; loadout9 = loadoutDefault; //loadoutTacticalFighter; loadout11 = loadoutDefault; //loadoutTacticalFighter; loadout3 = loadoutDefault; //loadoutBomber; loadout4 = loadoutDefault; //loadoutBomber; loadout5 = loadoutDefault; //loadoutBomber; // // The following images will overlayed on top of the geo image, but underneath the slots // //loadout8overlay = loadoutLightFighterOverlay; //loadout12overlay = loadoutLightFighterOverlay; //loadout48overlay = loadoutLightFighterOverlay;