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class CfgSoundShaders
{
class Zafir_silencerShot_SoundShader
{
samples[]=
{
{
"\A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerShot_01",
1
},
{
"\A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerShot_02",
1
},
{
"\A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerShot_03",
1
}
};
volume="db0";
range=150;
rangeCurve="closeShotCurve";
};
class Zafir_silencerTailForest_SoundShader
{
samples[]=
{
{
"\A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerTailForest",
1
}
};
volume="(1-interior/1.4)*forest/3";
range=150;
rangeCurve[]=
{
{0,1},
{150,0.30000001}
};
limitation=1;
};
class Zafir_silencerTailHouses_SoundShader
{
samples[]=
{
{
"\A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerTailHouses",
1
}
};
volume="(1-interior/1.4)*houses/3";
range=150;
rangeCurve[]=
{
{0,1},
{150,0}
};
limitation=1;
};
class Zafir_silencerTailInterior_SoundShader
{
samples[]=
{
{
"\A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerTailInterior",
1
}
};
volume="interior";
range=150;
rangeCurve[]=
{
{50,0.30000001},
{150,0}
};
limitation=1;
};
class Zafir_silencerTailMeadows_SoundShader
{
samples[]=
{
{
"\A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerTailMeadows",
1
}
};
volume="(1-interior/1.4)*(meadows/2 max sea/2)/3";
range=150;
rangeCurve[]=
{
{0,1},
{150,0.30000001}
};
limitation=1;
};
class Zafir_silencerTailTrees_SoundShader
{
samples[]=
{
{
"\A3\Sounds_F\arsenal\weapons\LongRangeRifles\DMR_01_Rahim\DMR01_silencerTailTrees",
1
}
};
volume="(1-interior/1.4)*trees/3";
range=150;
rangeCurve[]=
{
{0,1},
{150,0.30000001}
};
limitation=1;
};
};