Staged work on fixing updating base classes for hitpoints

This commit is contained in:
Glowbal 2015-08-29 12:59:28 +02:00
parent 1e08244f21
commit 6796b3126d

View File

@ -417,12 +417,29 @@ class CfgVehicles {
#define ARM_LEG_ARMOR_BETTER 3 #define ARM_LEG_ARMOR_BETTER 3
#define ARM_LEG_ARMOR_CSAT 4 #define ARM_LEG_ARMOR_CSAT 4
class Man; class Land;
class CAManBase: Man { class Man: Land {
class HitPoints { class HitPoints {
class HitHead; class HitHead {
class HitBody; visual = "";
// "DEACTIVE" DEFAULT HITPOINTS 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 { class HitHands {
armor = 999; //armor = 2; armor = 999; //armor = 2;
explosionShielding = 0; //explosionShielding = 1; explosionShielding = 0; //explosionShielding = 1;
@ -443,6 +460,118 @@ class CfgVehicles {
radius = 0; //radius = 0.08; radius = 0; //radius = 0.08;
visual = "injury_legs"; 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 { class HitLeftArm {
armor = ARM_LEG_ARMOR_DEFAULT; //2; armor = ARM_LEG_ARMOR_DEFAULT; //2;
@ -529,10 +658,55 @@ class CfgVehicles {
class B_Soldier_04_f: B_Soldier_base_F { class B_Soldier_04_f: B_Soldier_base_F {
class HitPoints: HitPoints { class HitPoints: HitPoints {
class HitHead: HitHead {}; class HitFace: HitHead {
class HitBody: HitBody {}; armor = 999;
class HitHands: HitHands {}; };
class HitLegs: HitLegs {}; 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 HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
@ -554,10 +728,56 @@ class CfgVehicles {
class B_Soldier_05_f: B_Soldier_base_F { class B_Soldier_05_f: B_Soldier_base_F {
class HitPoints: HitPoints { class HitPoints: HitPoints {
class HitHead: HitHead {}; class HitFace: HitHead {
class HitBody: HitBody {}; armor = 999;
class HitHands: HitHands {}; };
class HitLegs: HitLegs {}; 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 HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
@ -581,10 +801,55 @@ class CfgVehicles {
class I_Soldier_03_F: I_Soldier_base_F { class I_Soldier_03_F: I_Soldier_base_F {
class HitPoints: HitPoints { class HitPoints: HitPoints {
class HitHead: HitHead {}; class HitFace: HitHead {
class HitBody: HitBody {}; armor = 999;
class HitHands: HitHands {}; };
class HitLegs: HitLegs {}; 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 HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
@ -606,10 +871,56 @@ class CfgVehicles {
class I_Soldier_04_F: I_Soldier_base_F { class I_Soldier_04_F: I_Soldier_base_F {
class HitPoints: HitPoints { class HitPoints: HitPoints {
class HitHead: HitHead {}; class HitFace: HitHead {
class HitBody: HitBody {}; armor = 999;
class HitHands: HitHands {}; };
class HitLegs: HitLegs {}; 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 HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
@ -631,10 +942,56 @@ class CfgVehicles {
class O_Soldier_base_F: SoldierEB { class O_Soldier_base_F: SoldierEB {
class HitPoints: HitPoints { class HitPoints: HitPoints {
class HitHead: HitHead {}; class HitFace: HitHead {
class HitBody: HitBody {}; armor = 999;
class HitHands: HitHands {}; };
class HitLegs: HitLegs {}; 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 HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
@ -660,10 +1017,55 @@ class CfgVehicles {
class O_Soldier_02_F: O_Soldier_base_F { class O_Soldier_02_F: O_Soldier_base_F {
class HitPoints: HitPoints { class HitPoints: HitPoints {
class HitHead: HitHead {}; class HitFace: HitHead {
class HitBody: HitBody {}; armor = 999;
class HitHands: HitHands {}; };
class HitLegs: HitLegs {}; 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 HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;