diff --git a/addons/medical/CfgVehicles.hpp b/addons/medical/CfgVehicles.hpp index 350f83b3f7..278d3523e0 100644 --- a/addons/medical/CfgVehicles.hpp +++ b/addons/medical/CfgVehicles.hpp @@ -417,12 +417,29 @@ class CfgVehicles { #define ARM_LEG_ARMOR_BETTER 3 #define ARM_LEG_ARMOR_CSAT 4 - class Man; - class CAManBase: Man { + class Land; + class Man: Land { class HitPoints { - class HitHead; - class HitBody; - // "DEACTIVE" DEFAULT HITPOINTS + class HitHead { + visual = ""; + armor = 1; + material = -1; + name = "head"; + passThrough = 1; + radius = 0.1; + explosionShielding = 0.5; + minimalHit = 0; + }; + class HitBody { + armor = 1; + material = -1; + name = "body"; + passThrough = 1; + radius = 0.15; + explosionShielding = 10; + visual = "injury_body"; + minimalHit = 0; + }; class HitHands { armor = 999; //armor = 2; explosionShielding = 0; //explosionShielding = 1; @@ -443,6 +460,118 @@ class CfgVehicles { radius = 0; //radius = 0.08; visual = "injury_legs"; }; + }; + }; + class CAManBase: Man { + class HitPoints: HitPoints { + + class HitFace: HitHead { + armor = 999; + material = -1; + name = "face_hub"; + passThrough = 1; + radius = 0.08; + explosionShielding = 0.1; + minimalHit = 0.01; + }; + class HitNeck: HitFace { + armor = 999; + material = -1; + name = "neck"; + passThrough = 1; + radius = 0.08; + explosionShielding = 0.5; + minimalHit = 0.01; + }; + class HitHead: HitNeck { + armor = 1; + material = -1; + name = "head"; + passThrough = 1; + radius = 0.1; + explosionShielding = 0.5; + minimalHit = 0.01; + }; + class HitPelvis: HitBody { + armor = 999; + material = -1; + name = "pelvis"; + passThrough = 1; + radius = 0.15; + explosionShielding = 0.5; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitAbdomen: HitPelvis { + armor = 999; + material = -1; + name = "spine1"; + passThrough = 1; + radius = 0.15; + explosionShielding = 1; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitDiaphragm: HitAbdomen { + armor = 999; + material = -1; + name = "spine2"; + passThrough = 1; + radius = 0.15; + explosionShielding = 6; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitChest: HitDiaphragm { + armor = 999; + material = -1; + name = "spine3"; + passThrough = 1; + radius = 0.15; + explosionShielding = 6; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitBody: HitChest { + armor = 1; + material = -1; + name = "body"; + passThrough = 1; + radius = 0.15; + explosionShielding = 10; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitArms: HitHands { + armor = 999; + material = -1; + name = "arms"; + passThrough = 1; + radius = 0.08; + explosionShielding = 1; + visual = "injury_hands"; + minimalHit = 0.01; + }; + class HitHands: HitArms { + armor = 999; + material = -1; + name = "hands"; + passThrough = 1; + radius = 0.08; + explosionShielding = 1; + visual = "injury_hands"; + minimalHit = 0.01; + }; + class HitLegs: HitLegs { + armor = 999; + material = -1; + name = "legs"; + passThrough = 1; + radius = 0.1; + explosionShielding = 1; + visual = "injury_legs"; + minimalHit = 0.01; + }; class HitLeftArm { armor = ARM_LEG_ARMOR_DEFAULT; //2; @@ -529,10 +658,55 @@ class CfgVehicles { class B_Soldier_04_f: B_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; + 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 = 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 { armor = ARM_LEG_ARMOR_BETTER; @@ -554,10 +728,56 @@ class CfgVehicles { class B_Soldier_05_f: B_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; + 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 { armor = ARM_LEG_ARMOR_BETTER; @@ -581,10 +801,55 @@ class CfgVehicles { class I_Soldier_03_F: I_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; + 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 = 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 { armor = ARM_LEG_ARMOR_BETTER; @@ -606,10 +871,56 @@ class CfgVehicles { class I_Soldier_04_F: I_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; + 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 { armor = ARM_LEG_ARMOR_BETTER; @@ -631,10 +942,56 @@ class CfgVehicles { class O_Soldier_base_F: SoldierEB { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; + 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 { armor = ARM_LEG_ARMOR_CSAT; @@ -660,10 +1017,55 @@ class CfgVehicles { class O_Soldier_02_F: O_Soldier_base_F { class HitPoints: HitPoints { - class HitHead: HitHead {}; - class HitBody: HitBody {}; - class HitHands: HitHands {}; - class HitLegs: HitLegs {}; + 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 { armor = ARM_LEG_ARMOR_CSAT;