ACE3/addons/protection/FixUniforms.hpp

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class Man;
class CAManBase: Man {
class HitPoints {
class HitHead {
/*armor = 1;
passThrough = 1;
radius = 0.1;
explosionShielding = 0.5;
minimalHit = 0;*/
};
class HitBody {
/*armor = 1;
passThrough = 1;
radius = 0.15;
explosionShielding = 10;
minimalHit = 0;*/
};
class HitHands {
/*armor = 1;
passThrough = 1;
radius = 0.08;
explosionShielding = 1;
minimalHit = 0;*/
};
class HitLegs {
/*armor = 1;
passThrough = 1;
radius = 0.1;
explosionShielding = 1;
minimalHit = 0;*/
};
};
/*armor = 2;
armorStructural = 5;*/
};
class Civilian: CAManBase {
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 1;
};
class HitBody: HitBody {
armor = 2;
};
class HitHands: HitHands {
armor = 2;
};
class HitLegs: HitLegs {
armor = 2;
};
};*/
};
/*class Civilian_F: Civilian {};
class C_man_1: Civilian_F {};*/
class SoldierWB: CAManBase {};
class SoldierEB: CAManBase {};
class SoldierGB: CAManBase {};
class B_Soldier_base_F: SoldierWB {
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 1;
};
class HitBody: HitBody {
armor = 2;
};
class HitHands: HitHands {
armor = 2;
};
class HitLegs: HitLegs {
armor = 2;
};
};
armor = 2;
armorStructural = 5;*/
};
class B_Soldier_02_f: B_Soldier_base_F { // t-shirt
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 1;
};
class HitBody: HitBody {
armor = 1;
};
class HitHands: HitHands {
armor = 1;
};
class HitLegs: HitLegs {
armor = 2;
};
};*/
armorStructural = 5; //7;
};
class B_Soldier_03_f: B_Soldier_base_F { // sleeves
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 1;
};
class HitBody: HitBody {
armor = 2;
};
class HitHands: HitHands {
armor = 1;
};
class HitLegs: HitLegs {
armor = 2;
};
};*/
armorStructural = 5; //7;
};
class B_Soldier_04_f: B_Soldier_base_F { // heli pilot
class HitPoints: HitPoints {
class HitHead: HitHead {
/*armor = 1;
passThrough = 1;
explosionShielding = 0.5;*/
};
class HitBody: HitBody {
/*armor = 2;*/
passThrough = 1; //0.5;
/*explosionShielding = 2.4;*/
};
class HitHands: HitHands {
armor = 2; //8;
passThrough = 1; //0.5;
/*explosionShielding = 1.2;*/
};
class HitLegs: HitLegs {
armor = 2; //8;
passThrough = 1; //0.5;
/*explosionShielding = 1.2;*/
};
};
};
class B_Soldier_05_f: B_Soldier_base_F { // cas pilot
armorStructural = 5; //3;
class HitPoints: HitPoints {
class HitHead: HitHead {
/*armor = 1;
passThrough = 1;
explosionShielding = 0.5;*/
};
class HitBody: HitBody {
armor = 3; //2;
passThrough = 1; //0.5;
/*explosionShielding = 2.4;*/
};
class HitHands: HitHands {
armor = 3; //8;
/*passThrough = 1;
explosionShielding = 1.2;*/
};
class HitLegs: HitLegs {
armor = 3; //8;
/*passThrough = 1;
explosionShielding = 1.2;*/
};
};
};
class B_Soldier_diver_base_F: B_Soldier_base_F {
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 2;
};
class HitBody: HitBody {
armor = 2;
};
class HitHands: HitHands {
armor = 2;
};
class HitLegs: HitLegs {
armor = 2;
};
};*/
};
// these appear to be broken, remnants from A2?
/*class C_man_p_fugitive_F: C_man_1 {
class HitPoints: HitPoints {
class HitBody: HitBody {
armor = "0.3*10";
};
class HitLegs: HitLegs {
armor = "0.3*5";
};
};
};
class C_man_w_worker_F: C_man_1 {
class HitPoints: HitPoints {
class HitBody: HitBody {
armor = "0.6*10";
};
class HitHands: HitHands {
armor = "0.5*5";
};
class HitLegs: HitLegs {
armor = "0.5*5";
};
};
};
class C_man_hunter_1_F: C_man_1 {
class HitPoints: HitPoints {
class HitBody: HitBody {
armor = "0.6*10";
};
class HitHands: HitHands {
armor = "0.5*5";
};
class HitLegs: HitLegs {
armor = "0.5*5";
};
};
};
class C_man_p_shorts_1_F: C_man_1 {
class HitPoints: HitPoints {
class HitLegs: HitLegs {
armor = "0.3*5";
};
};
};
class C_man_pilot_F: C_man_1 {
class HitPoints: HitPoints {
class HitBody: HitBody {
armor = "0.6*10";
};
class HitHands: HitHands {
armor = "0.5*5";
};
class HitLegs: HitLegs {
armor = "0.5*5";
};
};
};*/
class I_Soldier_base_F: SoldierGB {
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 1;
};
class HitBody: HitBody {
armor = 2;
};
class HitHands: HitHands {
armor = 2;
};
class HitLegs: HitLegs {
armor = 2;
};
};*/
/*armor = 2;*/
armorStructural = 5; //7;
};
class I_Soldier_02_F: I_Soldier_base_F { // sleeves
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 1;
};
class HitBody: HitBody {
armor = 2;
};
class HitHands: HitHands {
armor = 1;
};
class HitLegs: HitLegs {
armor = 2;
};
};*/
};
class I_Soldier_03_F: I_Soldier_base_F { // heli pilot
/*armorStructural = 5;*/
class HitPoints: HitPoints {
class HitHead: HitHead {
/*armor = 1;
passThrough = 1;
explosionShielding = 0.5;*/
};
class HitBody: HitBody {
/*armor = 2;*/
passThrough = 1; //0.5;
/*explosionShielding = 2.4;*/
};
class HitHands: HitHands {
armor = 2; //8;
passThrough = 1; //0.5;
/*explosionShielding = 1.2;*/
};
class HitLegs: HitLegs {
armor = 2; //8;
passThrough = 1; //0.5;
/*explosionShielding = 1.2;*/
};
};
};
class I_Soldier_04_F: I_Soldier_base_F { // cas pilot
armorStructural = 5; //3;
class HitPoints: HitPoints {
class HitHead: HitHead {
/*armor = 1;
passThrough = 1;
explosionShielding = 0.5;*/
};
class HitBody: HitBody {
armor = 3; //2;
passThrough = 1; //0.5;
/*explosionShielding = 2.4;*/
};
class HitHands: HitHands {
armor = 3; //8;
/*passThrough = 1;
explosionShielding = 1.2;*/
};
class HitLegs: HitLegs {
armor = 3; //8;
/*passThrough = 1;
explosionShielding = 1.2;*/
};
};
};
class I_Soldier_diver_base_F: I_Soldier_base_F {
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 2;
};
class HitBody: HitBody {
armor = 2;
};
class HitHands: HitHands {
armor = 2;
};
class HitLegs: HitLegs {
armor = 2;
};
};*/
};
class O_Soldier_base_F: SoldierEB {
class HitPoints: HitPoints {
class HitHead: HitHead {
/*armor = 1;
passThrough = 1;
explosionShielding = 0.5;*/
};
class HitBody: HitBody {
armor = 4; //6;
passThrough = 0.85; //0.5;
/*explosionShielding = 1.5;*/
};
class HitHands: HitHands {
armor = 4; //8;
passThrough = 0.85; //0.5;
/*explosionShielding = 0.8;*/
};
class HitLegs: HitLegs {
armor = 4; //8;
passThrough = 0.85; //0.5;
/*explosionShielding = 0.8;*/
};
};
/*armor = 2;
armorStructural = 5;*/
};
class O_officer_F: O_Soldier_base_F {
class HitPoints: HitPoints {
class HitHead: HitHead {
/*armor = 1;
passThrough = 1;
explosionShielding = 0.5;*/
};
class HitBody: HitBody {
/*armor = 2;
passThrough = 1;
explosionShielding = 10;*/
};
class HitHands: HitHands {
/*armor = 2;
passThrough = 1;
explosionShielding = 1;*/
};
class HitLegs: HitLegs {
armor = 2; //8;
passThrough = 1; //0.5;
/*explosionShielding = 1;*/
};
};
};
class O_Soldier_02_F: O_Soldier_base_F { // crew ?
armorStructural = 5; //3;
class HitPoints: HitPoints {
class HitHead: HitHead {
/*armor = 1;
passThrough = 1;
explosionShielding = 0.5;*/
};
class HitBody: HitBody {
armor = 4; //6;
passThrough = 0.85; //0.5;
/*explosionShielding = 1.5;*/
};
class HitHands: HitHands {
armor = 4; //8;
passThrough = 0.85; //1;
/*explosionShielding = 0.8;*/
};
class HitLegs: HitLegs {
armor = 4; //8;
passThrough = 0.85; //1;
/*explosionShielding = 0.8;*/
};
};
};
class O_Soldier_diver_base_F: O_Soldier_base_F {
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 2;
};
class HitBody: HitBody {
armor = 2;
};
class HitHands: HitHands {
armor = 2;
};
class HitLegs: HitLegs {
armor = 2;
};
};*/
};
class O_Soldier_VR_F: O_Soldier_base_F {
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 1;
passThrough = 1;
explosionShielding = 0.5;
};
class HitBody: HitBody {
armor = 2;
passThrough = 1;
explosionShielding = 10;
};
class HitHands: HitHands {
armor = 2;
passThrough = 1;
explosionShielding = 1;
};
class HitLegs: HitLegs {
armor = 2;
passThrough = 1;
explosionShielding = 1;
};
};*/
};
class O_Protagonist_VR_F: O_Soldier_base_F {
/*class HitPoints: HitPoints {
class HitHead: HitHead {
armor = 1;
passThrough = 1;
explosionShielding = 0.5;
};
class HitBody: HitBody {
armor = 2;
passThrough = 1;
explosionShielding = 10;
};
class HitHands: HitHands {
armor = 2;
passThrough = 1;
explosionShielding = 1;
};
class HitLegs: HitLegs {
armor = 2;
passThrough = 1;
explosionShielding = 1;
};
};*/
};