mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
fix UBC issues, simplify uniform hitpoint config
This commit is contained in:
parent
8c6f896164
commit
5a164c5cdc
@ -2,12 +2,12 @@
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#define MEDICAL_ACTION_DISTANCE 1.75
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class CfgVehicles {
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class Logic;
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class Module_F: Logic {
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class ArgumentsBaseUnits {
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};
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};
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class ACE_Module;
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class ACE_moduleMedicalSettings: ACE_Module {
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scope = 2;
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@ -19,6 +19,7 @@ class CfgVehicles {
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isGlobal = 1;
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isTriggerActivated = 0;
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author = ECSTRING(common,ACETeam);
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class Arguments {
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class level {
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displayName = CSTRING(MedicalSettings_level_DisplayName);
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@ -137,6 +138,7 @@ class CfgVehicles {
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defaultValue = 1;
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};
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};
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class ModuleDescription {
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description = CSTRING(MedicalSettings_Module_Description);
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sync[] = {};
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@ -154,6 +156,7 @@ class CfgVehicles {
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isTriggerActivated = 0;
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isDisposable = 0;
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author = ECSTRING(common,ACETeam);
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class Arguments {
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class enableFor {
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displayName = CSTRING(AdvancedMedicalSettings_enableFor_DisplayName);
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@ -256,13 +259,13 @@ class CfgVehicles {
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defaultValue = 1;
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};
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};
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class ModuleDescription {
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description = CSTRING(AdvancedMedicalSettings_Module_Description);
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sync[] = {};
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};
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};
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class ACE_moduleReviveSettings: ACE_Module {
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scope = 2;
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displayName = CSTRING(ReviveSettings_Module_DisplayName);
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@ -273,6 +276,7 @@ class CfgVehicles {
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isGlobal = 1;
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isTriggerActivated = 0;
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author = ECSTRING(common,ACETeam);
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class Arguments {
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class enableRevive {
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displayName = CSTRING(ReviveSettings_enableRevive_DisplayName);
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@ -298,11 +302,13 @@ class CfgVehicles {
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defaultValue = -1;
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};
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};
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class ModuleDescription {
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description = CSTRING(ReviveSettings_Module_Description);
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sync[] = {};
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};
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};
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class ACE_moduleAssignMedicRoles: Module_F {
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scope = 2;
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displayName = CSTRING(AssignMedicRoles_Module_DisplayName);
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@ -314,6 +320,7 @@ class CfgVehicles {
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isTriggerActivated = 0;
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isDisposable = 0;
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author = ECSTRING(common,ACETeam);
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class Arguments {
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class EnableList {
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displayName = CSTRING(AssignMedicRoles_EnableList_DisplayName);
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@ -342,6 +349,7 @@ class CfgVehicles {
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};
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};
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};
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class ModuleDescription {
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description = CSTRING(AssignMedicRoles_Module_Description);
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sync[] = {};
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@ -359,6 +367,7 @@ class CfgVehicles {
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isTriggerActivated = 0;
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isDisposable = 0;
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author = ECSTRING(common,ACETeam);
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class Arguments {
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class EnableList {
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displayName = CSTRING(AssignMedicVehicle_EnableList_DisplayName);
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@ -384,11 +393,13 @@ class CfgVehicles {
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};
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};
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};
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class ModuleDescription {
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description = CSTRING(AssignMedicVehicle_Module_Description);
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sync[] = {};
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};
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};
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class ACE_moduleAssignMedicalFacility: Module_F {
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scope = 2;
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displayName = CSTRING(AssignMedicalFacility_Module_DisplayName);
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@ -400,6 +411,7 @@ class CfgVehicles {
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isTriggerActivated = 0;
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isDisposable = 0;
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author = ECSTRING(common,ACETeam);
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class Arguments {
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class enabled {
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displayName = CSTRING(AssignMedicalFacility_enabled_DisplayName);
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@ -407,199 +419,56 @@ class CfgVehicles {
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typeName = "BOOL";
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};
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};
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class ModuleDescription {
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description = CSTRING(AssignMedicalFacility_Module_Description);
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sync[] = {};
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};
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};
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#define ARM_LEG_ARMOR_DEFAULT 2
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#define ARM_LEG_ARMOR_BETTER 3
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#define ARM_LEG_ARMOR_CSAT 4
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#define ARM_LEG_ARMOR_DEFAULT 1
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#define ARM_LEG_ARMOR_BETTER 8
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#define ARM_LEG_ARMOR_CSAT 6
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class Land;
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class Man: Land {
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class HitPoints {
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class HitHead {
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visual = "";
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armor = 1;
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material = -1;
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name = "head";
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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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material = -1;
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name = "body";
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passThrough = 1;
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radius = 0.15;
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explosionShielding = 10;
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visual = "injury_body";
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minimalHit = 0;
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};
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class HitHands {
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armor = 999; //armor = 2;
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explosionShielding = 0; //explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "";
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passThrough = 1;
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radius = 0; //radius = 0.06;
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visual = "injury_hands";
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};
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class HitLegs {
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armor = 999; //armor = 2;
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explosionShielding = 0; //explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "";
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passThrough = 1;
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radius = 0; //radius = 0.08;
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visual = "injury_legs";
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};
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class HitHead;
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class HitBody;
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class HitHands;
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class HitLegs;
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};
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};
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class CAManBase: Man {
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class HitPoints: HitPoints {
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class HitFace: HitHead {
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armor = 999;
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material = -1;
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name = "face_hub";
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passThrough = 1;
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radius = 0.08;
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explosionShielding = 0.1;
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minimalHit = 0.01;
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};
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class HitNeck: HitFace {
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armor = 999;
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material = -1;
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name = "neck";
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passThrough = 1;
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radius = 0.08;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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};
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class HitHead: HitNeck {
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armor = 1;
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material = -1;
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name = "head";
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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 = 0.01;
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};
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class HitPelvis: HitBody {
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armor = 999;
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material = -1;
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name = "pelvis";
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passThrough = 1;
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radius = 0.15;
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explosionShielding = 0.5;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitAbdomen: HitPelvis {
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armor = 999;
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material = -1;
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name = "spine1";
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passThrough = 1;
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radius = 0.15;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitDiaphragm: HitAbdomen {
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armor = 999;
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material = -1;
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name = "spine2";
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passThrough = 1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitChest: HitDiaphragm {
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armor = 999;
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material = -1;
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name = "spine3";
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passThrough = 1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitBody: HitChest {
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armor = 1;
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material = -1;
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name = "body";
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passThrough = 1;
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radius = 0.15;
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explosionShielding = 10;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitArms: HitHands {
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armor = 999;
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material = -1;
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name = "arms";
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passThrough = 1;
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radius = 0.08;
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explosionShielding = 1;
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visual = "injury_hands";
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minimalHit = 0.01;
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};
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class HitHands: HitArms {
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armor = 999;
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material = -1;
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name = "hands";
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passThrough = 1;
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radius = 0.08;
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explosionShielding = 1;
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visual = "injury_hands";
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minimalHit = 0.01;
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};
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class HitLegs: HitLegs {
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armor = 999;
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material = -1;
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name = "legs";
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 1;
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visual = "injury_legs";
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minimalHit = 0.01;
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};
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class HitLeftArm {
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armor = ARM_LEG_ARMOR_DEFAULT; //2;
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explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "hand_l";
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passThrough = 1;
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radius = 0.06;
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visual = "injury_hands";
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class HitFace;
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class HitNeck;
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class HitHead;
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class HitPelvis;
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class HitAbdomen;
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class HitDiaphragm;
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class HitChest;
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class HitBody;
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class HitArms;
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class HitHands;
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class HitLegs;
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class HitLeftArm: HitHands {
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armor = ARM_LEG_ARMOR_DEFAULT;
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name = "hand_l"; // @todo hopefully these still include the whole arm + hands
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};
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class HitRightArm: HitLeftArm {
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name = "hand_r";
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name = "hand_r"; // @todo hopefully these still include the whole arm + hands
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};
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class HitLeftLeg {
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armor = ARM_LEG_ARMOR_DEFAULT; //2;
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explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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class HitLeftLeg: HitLegs {
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armor = ARM_LEG_ARMOR_DEFAULT;
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name = "leg_l";
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passThrough = 1;
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radius = 0.08;
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visual = "injury_legs";
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};
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class HitRightLeg: HitLeftLeg {
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name = "leg_r";
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};
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};
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class ACE_SelfActions {
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#include "ACE_Medical_SelfActions.hpp"
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};
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@ -658,141 +527,60 @@ class CfgVehicles {
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class B_Soldier_04_f: B_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitFace: HitHead {
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armor = 999;
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};
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class HitNeck: HitFace {
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armor = 999;
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};
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class HitHead: HitNeck {
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armor = 1;
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};
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class HitPelvis: HitBody {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitAbdomen: HitPelvis {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitDiaphragm: HitAbdomen {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitChest: HitDiaphragm {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitBody: HitChest {
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armor = 2;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitArms: HitHands {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 1.2;
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};
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class HitHands: HitArms {
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armor = 999;
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passThrough = 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 = 999;
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passThrough = 0.5;
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explosionShielding = 1.2;
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};
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class HitLeftArm: HitLeftArm {
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class HitFace;
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class HitNeck;
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class HitHead;
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class HitPelvis;
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class HitAbdomen;
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class HitDiaphragm;
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class HitChest;
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class HitBody;
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class HitArms;
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class HitHands;
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class HitLegs;
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class HitLeftArm: HitHands {
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armor = ARM_LEG_ARMOR_BETTER;
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name = "hand_l"; // @todo hopefully these still include the whole arm + hands
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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class HitRightArm: HitLeftArm {
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name = "hand_r"; // @todo hopefully these still include the whole arm + hands
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};
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class HitLeftLeg: HitLeftLeg {
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class HitLeftLeg: HitLegs {
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armor = ARM_LEG_ARMOR_BETTER;
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name = "leg_l";
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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class HitRightLeg: HitLeftLeg {
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name = "leg_r";
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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 {
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class HitPoints: HitPoints {
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class HitFace: HitHead {
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armor = 999;
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};
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class HitNeck: HitFace {
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armor = 999;
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};
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class HitHead: HitNeck {
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armor = 1;
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};
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class HitPelvis: HitBody {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitAbdomen: HitPelvis {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitDiaphragm: HitAbdomen {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitChest: HitDiaphragm {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitBody: HitChest {
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armor = 3;
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passThrough = 0.5;
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explosionShielding = 2.4;
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};
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class HitArms: HitHands {
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armor = 999;
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passThrough = 0.5;
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explosionShielding = 1.2;
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};
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class HitHands: HitArms {
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armor = 999;
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passThrough = 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 = 999;
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passThrough = 0.5;
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explosionShielding = 1.2;
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};
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class HitLeftArm: HitLeftArm {
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class HitFace;
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class HitNeck;
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class HitHead;
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class HitPelvis;
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class HitAbdomen;
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class HitDiaphragm;
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class HitChest;
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class HitBody;
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class HitArms;
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class HitHands;
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class HitLegs;
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class HitLeftArm: HitHands {
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armor = ARM_LEG_ARMOR_BETTER;
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name = "hand_l";
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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class HitRightArm: HitLeftArm {
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name = "hand_r";
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};
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class HitLeftLeg: HitLeftLeg {
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class HitLeftLeg: HitLegs {
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armor = ARM_LEG_ARMOR_BETTER;
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name = "leg_l";
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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class HitRightLeg: HitLeftLeg {
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name = "leg_r";
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};
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};
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};
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@ -801,293 +589,177 @@ class CfgVehicles {
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class I_Soldier_03_F: I_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitFace: HitHead {
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armor = 999;
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};
|
||||
class HitNeck: HitFace {
|
||||
armor = 999;
|
||||
};
|
||||
class HitHead: HitNeck {
|
||||
armor = 1;
|
||||
};
|
||||
class HitPelvis: HitBody {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitAbdomen: HitPelvis {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitDiaphragm: HitAbdomen {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitChest: HitDiaphragm {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitBody: HitChest {
|
||||
armor = 2;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitArms: HitHands {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
class HitHands: HitArms {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
class HitLegs: HitLegs {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
|
||||
class HitLeftArm: HitLeftArm {
|
||||
class HitFace;
|
||||
class HitNeck;
|
||||
class HitHead;
|
||||
class HitPelvis;
|
||||
class HitAbdomen;
|
||||
class HitDiaphragm;
|
||||
class HitChest;
|
||||
class HitBody;
|
||||
class HitArms;
|
||||
class HitHands;
|
||||
class HitLegs;
|
||||
class HitLeftArm: HitHands {
|
||||
armor = ARM_LEG_ARMOR_BETTER;
|
||||
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
|
||||
class HitRightArm: HitRightArm {
|
||||
armor = ARM_LEG_ARMOR_BETTER;
|
||||
class HitRightArm: HitLeftArm {
|
||||
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
|
||||
class HitLeftLeg: HitLeftLeg {
|
||||
class HitLeftLeg: HitLegs {
|
||||
armor = ARM_LEG_ARMOR_BETTER;
|
||||
name = "leg_l";
|
||||
};
|
||||
|
||||
class HitRightLeg: HitRightLeg {
|
||||
armor = ARM_LEG_ARMOR_BETTER;
|
||||
class HitRightLeg: HitLeftLeg {
|
||||
name = "leg_r";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class I_Soldier_04_F: I_Soldier_base_F {
|
||||
class HitPoints: HitPoints {
|
||||
class HitFace: HitHead {
|
||||
armor = 999;
|
||||
};
|
||||
class HitNeck: HitFace {
|
||||
armor = 999;
|
||||
};
|
||||
class HitHead: HitNeck {
|
||||
armor = 1;
|
||||
};
|
||||
class HitPelvis: HitBody {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitAbdomen: HitPelvis {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitDiaphragm: HitAbdomen {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitChest: HitDiaphragm {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitBody: HitChest {
|
||||
armor = 3;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitArms: HitHands {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
class HitHands: HitArms {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
class HitLegs: HitLegs {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
|
||||
|
||||
class HitLeftArm: HitLeftArm {
|
||||
class HitFace;
|
||||
class HitNeck;
|
||||
class HitHead;
|
||||
class HitPelvis;
|
||||
class HitAbdomen;
|
||||
class HitDiaphragm;
|
||||
class HitChest;
|
||||
class HitBody;
|
||||
class HitArms;
|
||||
class HitHands;
|
||||
class HitLegs;
|
||||
class HitLeftArm: HitHands {
|
||||
armor = ARM_LEG_ARMOR_BETTER;
|
||||
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
|
||||
class HitRightArm: HitRightArm {
|
||||
armor = ARM_LEG_ARMOR_BETTER;
|
||||
class HitRightArm: HitLeftArm {
|
||||
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
|
||||
class HitLeftLeg: HitLeftLeg {
|
||||
class HitLeftLeg: HitLegs {
|
||||
armor = ARM_LEG_ARMOR_BETTER;
|
||||
name = "leg_l";
|
||||
};
|
||||
|
||||
class HitRightLeg: HitRightLeg {
|
||||
armor = ARM_LEG_ARMOR_BETTER;
|
||||
class HitRightLeg: HitLeftLeg {
|
||||
name = "leg_r";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class O_Soldier_base_F: SoldierEB {
|
||||
class HitPoints: HitPoints {
|
||||
class HitFace: HitHead {
|
||||
armor = 999;
|
||||
};
|
||||
class HitNeck: HitFace {
|
||||
armor = 999;
|
||||
};
|
||||
class HitHead: HitNeck {
|
||||
armor = 1;
|
||||
};
|
||||
class HitPelvis: HitBody {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitAbdomen: HitPelvis {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitDiaphragm: HitAbdomen {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitChest: HitDiaphragm {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitBody: HitChest {
|
||||
armor = 4;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitArms: HitHands {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
class HitHands: HitArms {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
class HitLegs: HitLegs {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
|
||||
|
||||
class HitLeftArm: HitLeftArm {
|
||||
class HitFace;
|
||||
class HitNeck;
|
||||
class HitHead;
|
||||
class HitPelvis;
|
||||
class HitAbdomen;
|
||||
class HitDiaphragm;
|
||||
class HitChest;
|
||||
class HitBody;
|
||||
class HitArms;
|
||||
class HitHands;
|
||||
class HitLegs;
|
||||
class HitLeftArm: HitHands {
|
||||
armor = ARM_LEG_ARMOR_CSAT;
|
||||
passThrough = 0.85;
|
||||
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
|
||||
class HitRightArm: HitRightArm {
|
||||
armor = ARM_LEG_ARMOR_CSAT;
|
||||
passThrough = 0.85;
|
||||
class HitRightArm: HitLeftArm {
|
||||
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
|
||||
class HitLeftLeg: HitLeftLeg {
|
||||
class HitLeftLeg: HitLegs {
|
||||
armor = ARM_LEG_ARMOR_CSAT;
|
||||
passThrough = 0.85;
|
||||
name = "leg_l";
|
||||
};
|
||||
|
||||
class HitRightLeg: HitRightLeg {
|
||||
armor = ARM_LEG_ARMOR_CSAT;
|
||||
passThrough = 0.85;
|
||||
class HitRightLeg: HitLeftLeg {
|
||||
name = "leg_r";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class O_Soldier_02_F: O_Soldier_base_F {
|
||||
class HitPoints: HitPoints {
|
||||
class HitFace: HitHead {
|
||||
armor = 999;
|
||||
};
|
||||
class HitNeck: HitFace {
|
||||
armor = 999;
|
||||
};
|
||||
class HitHead: HitNeck {
|
||||
armor = 1;
|
||||
};
|
||||
class HitPelvis: HitBody {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitAbdomen: HitPelvis {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitDiaphragm: HitAbdomen {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitChest: HitDiaphragm {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitBody: HitChest {
|
||||
armor = 4;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 2.4;
|
||||
};
|
||||
class HitArms: HitHands {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
class HitHands: HitArms {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
class HitLegs: HitLegs {
|
||||
armor = 999;
|
||||
passThrough = 0.5;
|
||||
explosionShielding = 1.2;
|
||||
};
|
||||
|
||||
class HitLeftArm: HitLeftArm {
|
||||
class HitFace;
|
||||
class HitNeck;
|
||||
class HitHead;
|
||||
class HitPelvis;
|
||||
class HitAbdomen;
|
||||
class HitDiaphragm;
|
||||
class HitChest;
|
||||
class HitBody;
|
||||
class HitArms;
|
||||
class HitHands;
|
||||
class HitLegs;
|
||||
class HitLeftArm: HitHands {
|
||||
armor = ARM_LEG_ARMOR_CSAT;
|
||||
passThrough = 0.85;
|
||||
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
|
||||
class HitRightArm: HitRightArm {
|
||||
armor = ARM_LEG_ARMOR_CSAT;
|
||||
passThrough = 0.85;
|
||||
class HitRightArm: HitLeftArm {
|
||||
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
|
||||
class HitLeftLeg: HitLeftLeg {
|
||||
class HitLeftLeg: HitLegs {
|
||||
armor = ARM_LEG_ARMOR_CSAT;
|
||||
passThrough = 0.85;
|
||||
name = "leg_l";
|
||||
};
|
||||
|
||||
class HitRightLeg: HitRightLeg {
|
||||
armor = ARM_LEG_ARMOR_CSAT;
|
||||
passThrough = 0.85;
|
||||
class HitRightLeg: HitLeftLeg {
|
||||
name = "leg_r";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class O_officer_F: O_Soldier_base_F {
|
||||
class HitPoints: HitPoints {
|
||||
class HitFace;
|
||||
class HitNeck;
|
||||
class HitHead;
|
||||
class HitPelvis;
|
||||
class HitAbdomen;
|
||||
class HitDiaphragm;
|
||||
class HitChest;
|
||||
class HitBody;
|
||||
class HitArms;
|
||||
class HitHands;
|
||||
class HitLegs;
|
||||
class HitLeftArm: HitHands {
|
||||
armor = ARM_LEG_ARMOR_CSAT; // @todo is that suppossed to be the case?
|
||||
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
class HitRightArm: HitLeftArm {
|
||||
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
class HitLeftLeg: HitLegs {
|
||||
armor = ARM_LEG_ARMOR_CSAT; // @todo is that suppossed to be the case?
|
||||
name = "leg_l";
|
||||
};
|
||||
class HitRightLeg: HitLeftLeg {
|
||||
name = "leg_r";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class O_Protagonist_VR_F: O_Soldier_base_F {
|
||||
class HitPoints: HitPoints {
|
||||
class HitHead;
|
||||
class HitBody;
|
||||
class HitHands;
|
||||
class HitLegs;
|
||||
class HitLeftArm: HitHands {
|
||||
armor = 2;
|
||||
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
class HitRightArm: HitLeftArm {
|
||||
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
|
||||
};
|
||||
class HitLeftLeg: HitLegs {
|
||||
armor = 2;
|
||||
name = "leg_l";
|
||||
};
|
||||
class HitRightLeg: HitLeftLeg {
|
||||
name = "leg_r";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class MapBoard_altis_F;
|
||||
class ACE_bodyBagObject: MapBoard_altis_F {
|
||||
XEH_ENABLED;
|
||||
|
Loading…
Reference in New Issue
Block a user