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fix protection 1.50 ubc issues
This commit is contained in:
parent
87cf7ded83
commit
3362bbf0bf
@ -1,569 +0,0 @@
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class Man;
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class CAManBase: Man {
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class HitPoints {
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class HitHead {
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/*armor = 1;
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 0.5;
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minimalHit = 0;*/
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};
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class HitBody {
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/*armor = 1;
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passThrough = 1;
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radius = 0.15;
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explosionShielding = 10;
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minimalHit = 0;*/
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};
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class HitHands {
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/*armor = 1;
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passThrough = 1;
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radius = 0.08;
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explosionShielding = 1;
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minimalHit = 0;*/
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};
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class HitLegs {
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/*armor = 1;
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 1;
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minimalHit = 0;*/
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};
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};
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/*armor = 2;
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armorStructural = 5;*/
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};
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class Civilian: CAManBase {
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 1;
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};
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class HitBody: HitBody {
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armor = 2;
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};
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class HitHands: HitHands {
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armor = 2;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};*/
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};
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/*class Civilian_F: Civilian {};
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class C_man_1: Civilian_F {};*/
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class SoldierWB: CAManBase {};
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class SoldierEB: CAManBase {};
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class SoldierGB: CAManBase {};
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class B_Soldier_base_F: SoldierWB {
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 1;
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};
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class HitBody: HitBody {
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armor = 2;
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};
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class HitHands: HitHands {
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armor = 2;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};
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armor = 2;
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armorStructural = 5;*/
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};
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class B_Soldier_02_f: B_Soldier_base_F { // t-shirt
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 1;
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};
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class HitBody: HitBody {
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armor = 1;
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};
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class HitHands: HitHands {
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armor = 1;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};*/
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armorStructural = 5; //7;
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};
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class B_Soldier_03_f: B_Soldier_base_F { // sleeves
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 1;
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};
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class HitBody: HitBody {
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armor = 2;
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};
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class HitHands: HitHands {
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armor = 1;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};*/
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armorStructural = 5; //7;
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};
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class B_Soldier_04_f: B_Soldier_base_F { // heli pilot
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class HitPoints: HitPoints {
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class HitHead: HitHead {
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/*armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;*/
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};
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class HitBody: HitBody {
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/*armor = 2;*/
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passThrough = 1; //0.5;
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/*explosionShielding = 2.4;*/
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};
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class HitHands: HitHands {
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armor = 2; //8;
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passThrough = 1; //0.5;
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/*explosionShielding = 1.2;*/
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};
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class HitLegs: HitLegs {
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armor = 2; //8;
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passThrough = 1; //0.5;
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/*explosionShielding = 1.2;*/
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};
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};
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};
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class B_Soldier_05_f: B_Soldier_base_F { // cas pilot
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armorStructural = 5; //3;
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class HitPoints: HitPoints {
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class HitHead: HitHead {
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/*armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;*/
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};
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class HitBody: HitBody {
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armor = 3; //2;
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passThrough = 1; //0.5;
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/*explosionShielding = 2.4;*/
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};
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class HitHands: HitHands {
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armor = 3; //8;
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/*passThrough = 1;
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explosionShielding = 1.2;*/
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};
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class HitLegs: HitLegs {
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armor = 3; //8;
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/*passThrough = 1;
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explosionShielding = 1.2;*/
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};
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};
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};
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class B_Soldier_diver_base_F: B_Soldier_base_F {
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 2;
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};
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class HitBody: HitBody {
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armor = 2;
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};
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class HitHands: HitHands {
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armor = 2;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};*/
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};
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// these appear to be broken, remnants from A2?
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/*class C_man_p_fugitive_F: C_man_1 {
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class HitPoints: HitPoints {
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class HitBody: HitBody {
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armor = "0.3*10";
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};
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class HitLegs: HitLegs {
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armor = "0.3*5";
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};
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};
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};
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class C_man_w_worker_F: C_man_1 {
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class HitPoints: HitPoints {
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class HitBody: HitBody {
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armor = "0.6*10";
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};
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class HitHands: HitHands {
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armor = "0.5*5";
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};
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class HitLegs: HitLegs {
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armor = "0.5*5";
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};
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};
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};
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class C_man_hunter_1_F: C_man_1 {
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class HitPoints: HitPoints {
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class HitBody: HitBody {
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armor = "0.6*10";
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};
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class HitHands: HitHands {
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armor = "0.5*5";
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};
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class HitLegs: HitLegs {
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armor = "0.5*5";
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};
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};
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};
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class C_man_p_shorts_1_F: C_man_1 {
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class HitPoints: HitPoints {
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class HitLegs: HitLegs {
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armor = "0.3*5";
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};
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};
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};
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class C_man_pilot_F: C_man_1 {
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class HitPoints: HitPoints {
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class HitBody: HitBody {
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armor = "0.6*10";
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};
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class HitHands: HitHands {
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armor = "0.5*5";
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};
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class HitLegs: HitLegs {
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armor = "0.5*5";
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};
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};
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};*/
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class I_Soldier_base_F: SoldierGB {
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 1;
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};
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class HitBody: HitBody {
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armor = 2;
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};
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class HitHands: HitHands {
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armor = 2;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};*/
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/*armor = 2;*/
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armorStructural = 5; //7;
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};
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class I_Soldier_02_F: I_Soldier_base_F { // sleeves
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 1;
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};
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class HitBody: HitBody {
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armor = 2;
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};
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class HitHands: HitHands {
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armor = 1;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};*/
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};
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class I_Soldier_03_F: I_Soldier_base_F { // heli pilot
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/*armorStructural = 5;*/
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class HitPoints: HitPoints {
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class HitHead: HitHead {
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/*armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;*/
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};
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class HitBody: HitBody {
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/*armor = 2;*/
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passThrough = 1; //0.5;
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/*explosionShielding = 2.4;*/
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};
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class HitHands: HitHands {
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armor = 2; //8;
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passThrough = 1; //0.5;
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/*explosionShielding = 1.2;*/
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};
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class HitLegs: HitLegs {
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armor = 2; //8;
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passThrough = 1; //0.5;
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/*explosionShielding = 1.2;*/
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};
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};
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};
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class I_Soldier_04_F: I_Soldier_base_F { // cas pilot
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armorStructural = 5; //3;
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class HitPoints: HitPoints {
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class HitHead: HitHead {
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/*armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;*/
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};
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class HitBody: HitBody {
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armor = 3; //2;
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passThrough = 1; //0.5;
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/*explosionShielding = 2.4;*/
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};
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class HitHands: HitHands {
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armor = 3; //8;
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/*passThrough = 1;
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explosionShielding = 1.2;*/
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};
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class HitLegs: HitLegs {
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armor = 3; //8;
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/*passThrough = 1;
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explosionShielding = 1.2;*/
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};
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};
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};
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class I_Soldier_diver_base_F: I_Soldier_base_F {
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 2;
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};
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class HitBody: HitBody {
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armor = 2;
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};
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class HitHands: HitHands {
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armor = 2;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};*/
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};
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class O_Soldier_base_F: SoldierEB {
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class HitPoints: HitPoints {
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class HitHead: HitHead {
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/*armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;*/
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};
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class HitBody: HitBody {
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armor = 4; //6;
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passThrough = 0.85; //0.5;
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/*explosionShielding = 1.5;*/
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};
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class HitHands: HitHands {
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armor = 4; //8;
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passThrough = 0.85; //0.5;
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/*explosionShielding = 0.8;*/
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};
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class HitLegs: HitLegs {
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armor = 4; //8;
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passThrough = 0.85; //0.5;
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/*explosionShielding = 0.8;*/
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};
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};
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/*armor = 2;
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armorStructural = 5;*/
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};
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class O_officer_F: O_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {
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/*armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;*/
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};
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class HitBody: HitBody {
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/*armor = 2;
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passThrough = 1;
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explosionShielding = 10;*/
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};
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class HitHands: HitHands {
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/*armor = 2;
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passThrough = 1;
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explosionShielding = 1;*/
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};
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class HitLegs: HitLegs {
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armor = 2; //8;
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passThrough = 1; //0.5;
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/*explosionShielding = 1;*/
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};
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};
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};
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class O_Soldier_02_F: O_Soldier_base_F { // crew ?
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armorStructural = 5; //3;
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class HitPoints: HitPoints {
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class HitHead: HitHead {
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/*armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;*/
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};
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class HitBody: HitBody {
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armor = 4; //6;
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passThrough = 0.85; //0.5;
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/*explosionShielding = 1.5;*/
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};
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class HitHands: HitHands {
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armor = 4; //8;
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passThrough = 0.85; //1;
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/*explosionShielding = 0.8;*/
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};
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class HitLegs: HitLegs {
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armor = 4; //8;
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passThrough = 0.85; //1;
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/*explosionShielding = 0.8;*/
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};
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};
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};
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class O_Soldier_diver_base_F: O_Soldier_base_F {
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 2;
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};
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class HitBody: HitBody {
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armor = 2;
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};
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class HitHands: HitHands {
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armor = 2;
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};
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class HitLegs: HitLegs {
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armor = 2;
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};
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};*/
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};
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class O_Soldier_VR_F: O_Soldier_base_F {
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;
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};
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class HitBody: HitBody {
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armor = 2;
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passThrough = 1;
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explosionShielding = 10;
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};
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class HitHands: HitHands {
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armor = 2;
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passThrough = 1;
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explosionShielding = 1;
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};
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class HitLegs: HitLegs {
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armor = 2;
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passThrough = 1;
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explosionShielding = 1;
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};
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};*/
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};
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class O_Protagonist_VR_F: O_Soldier_base_F {
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/*class HitPoints: HitPoints {
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class HitHead: HitHead {
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armor = 1;
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passThrough = 1;
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explosionShielding = 0.5;
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};
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class HitBody: HitBody {
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armor = 2;
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passThrough = 1;
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explosionShielding = 10;
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};
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class HitHands: HitHands {
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armor = 2;
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passThrough = 1;
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explosionShielding = 1;
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};
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class HitLegs: HitLegs {
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armor = 2;
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passThrough = 1;
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explosionShielding = 1;
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};
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};*/
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};
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