##################################################
#
#                   I.A.R. 80-B
#
##################################################


##################################################
#                   WeaponModes
##################################################
#
# Only 1 modification per Group can be active
#
# Modification '0 *** #0 *** 1 *** default' has to be ALLWAYS active!
#
# For getting the correct value to enter into the 'WMmask' field of the mission editor
# simply add all wanted/needed modifcations (the integer)
# Note: That result should NEVER BE EVEN!
#
# Convert the number you get to binary
# and enter that binary (leading 0's should be stripped) into that field.
#
# Number *** #Group *** Integer *** Name

0 *** #0 *** 1 *** default
1 *** #1 *** 2 *** 80_C_s_251_290
2 *** #1 *** 4 *** 81_C_s_301_450

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#                   Ammunition
##################################################
#
# Number *** Modifications to be set/unset *** Loadout Details: [number of]x Weapon (Ammunition) [+ next weapon...] *** Name (shown in Mission Editor)
#
# Note: The 'Modifications to be set/unset' has to be interpreted the following way
# It _allways_ contains 1 oder more numbers
# and maybe followed by several _negative_ numbers (allways separated be ',')
#
#
#
# The first (and allways present part before any ',') has to be read number by number!
# If it's positive that means all the modifications _MUST_ be activated
# If it's negative that means all the modifications _MUST NOT_ be activated
#
# So if it is '137' that means that Modification 1, 3 AND 7 _MUST_ be activated
# And if it is '-1' that means that Modification 1 _MUST NOT_ be activated
#
# For the rest of the modifications (which are optional) it figured out, that they should be _ALLWAYS_ negative.
# And these ones shoult _NOT_ be set!
#
# So if the 'Modifications to be set/unset' reads like '137,-2,-4,-6'
# Modification 1, 3 and 7 _MUST_ be activated
# Modification 2, 4 and 6 _MUST NOT_ be activated
# Every other (not mentioned) modification _CAN_ be used with this loadout
#
# And if the 'Modifications to be set/unset' reads like '-1,-2,-4,-6'
# Modification 1, 2, 4 and 6 _MUST NOT_ be activated
# Every other (not mentioned) modification _CAN_ be used with this loadout

0 *** -1,-2 *** 2x FNB132 (350x AP) + 4x FNB792 (1600x AP) *** 0,3-FNB132-AP-350 + 1,2,4,5-FNB792-AP-1600
1 *** 1,-2 *** 2x MGFF (120x APHE) + 4x FNB792 (1600x AP) *** 0,3-MGFF-APHE-120 + 1,2,4,5-FNB792-AP-1600
2 *** 2,-1 *** 2x MG15120 (350x APHE) + 2x FNB792 (1400x AP) + 1x SC250  + 2x SC50  *** 0,2-MG15120-APHE-350 + 1,3-FNB792-AP-1400 + SC250-1 + SC50-2
3 *** 2,-1 *** 2x MG15120 (350x APHE) + 2x FNB792 (1400x AP) + 1x SC250  *** 0,2-MG15120-APHE-350 + 1,3-FNB792-AP-1400 + SC250-1
4 *** 2,-1 *** 2x MG15120 (350x APHE) + 2x FNB792 (1400x AP) + 2x SC50  *** 0,2-MG15120-APHE-350 + 1,3-FNB792-AP-1400 + SC50-2
5 *** 2,-1 *** 2x MG15120 (350x APHE) + 2x FNB792 (1400x AP) *** 0,2-MG15120-APHE-350 + 1,3-FNB792-AP-1400
6 *** 0 *** Empty  *** Empty
7 *** 0 *** 1x SmokeGenWhiteOne  *** SmokeGenWhiteOne-1
8 *** 0 *** 2x SmokeGenWhiteTwo  *** SmokeGenWhiteTwo-2
9 *** 0 *** 1x SmokeGenBlueOne  *** SmokeGenBlueOne-1
10 *** 0 *** 2x SmokeGenBlueTwo  *** SmokeGenBlueTwo-2
11 *** 0 *** 1x SmokeGenRedOne  *** SmokeGenRedOne-1
12 *** 0 *** 2x SmokeGenRedTwo  *** SmokeGenRedTwo-2
13 *** 0 *** 1x SmokeGenGreenOne  *** SmokeGenGreenOne-1
14 *** 0 *** 2x SmokeGenGreenTwo  *** SmokeGenGreenTwo-2
15 *** 0 *** 1x SmokeGenYellowOne  *** SmokeGenYellowOne-1
16 *** 0 *** 2x SmokeGenYellowTwo  *** SmokeGenYellowTwo-2
17 *** 0 *** 1x SmokeGenBlackOne  *** SmokeGenBlackOne-1
18 *** 0 *** 2x SmokeGenBlackTwo  *** SmokeGenBlackTwo-2
