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Staged work on fixing updating base classes for hitpoints
This commit is contained in:
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1e08244f21
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@ -417,12 +417,29 @@ class CfgVehicles {
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#define ARM_LEG_ARMOR_BETTER 3
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#define ARM_LEG_ARMOR_CSAT 4
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class Man;
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class CAManBase: Man {
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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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class HitBody;
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// "DEACTIVE" DEFAULT 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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@ -443,6 +460,118 @@ class CfgVehicles {
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radius = 0; //radius = 0.08;
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visual = "injury_legs";
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};
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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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@ -529,10 +658,55 @@ 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 HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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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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armor = ARM_LEG_ARMOR_BETTER;
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@ -554,10 +728,56 @@ class CfgVehicles {
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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 HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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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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armor = ARM_LEG_ARMOR_BETTER;
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@ -581,10 +801,55 @@ 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 HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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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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armor = ARM_LEG_ARMOR_BETTER;
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@ -606,10 +871,56 @@ class CfgVehicles {
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class I_Soldier_04_F: I_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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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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armor = ARM_LEG_ARMOR_BETTER;
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@ -631,10 +942,56 @@ class CfgVehicles {
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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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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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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 = 4;
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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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armor = ARM_LEG_ARMOR_CSAT;
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@ -660,10 +1017,55 @@ class CfgVehicles {
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class O_Soldier_02_F: O_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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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 = 4;
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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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armor = ARM_LEG_ARMOR_CSAT;
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|
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