Indentation in CfgVehicles

This commit is contained in:
KoffeinFlummi 2015-02-28 15:19:49 +01:00
parent 2873bdf0ed
commit bde6ec1996

View File

@ -1,228 +1,228 @@
class CfgVehicles { class CfgVehicles {
#define ARM_LEG_ARMOR_DEFAULT 2 #define ARM_LEG_ARMOR_DEFAULT 2
#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 Man;
class CAManBase: Man { class CAManBase: Man {
class HitPoints { class HitPoints {
class HitHead; class HitHead;
class HitBody; class HitBody;
// "DEACTIVE" DEFAULT HITPOINTS // "DEACTIVE" DEFAULT HITPOINTS
class HitHands { class HitHands {
armor = 999; //armor = 2; armor = 999; //armor = 2;
explosionShielding = 0; //explosionShielding = 1; explosionShielding = 0; //explosionShielding = 1;
material = -1; material = -1;
minimalHit = 0; minimalHit = 0;
name = ""; name = "";
passThrough = 1; passThrough = 1;
radius = 0; //radius = 0.06; radius = 0; //radius = 0.06;
visual = "injury_hands"; visual = "injury_hands";
}; };
class HitLegs { class HitLegs {
armor = 999; //armor = 2; armor = 999; //armor = 2;
explosionShielding = 0; //explosionShielding = 1; explosionShielding = 0; //explosionShielding = 1;
material = -1; material = -1;
minimalHit = 0; minimalHit = 0;
name = ""; name = "";
passThrough = 1; passThrough = 1;
radius = 0; //radius = 0.08; radius = 0; //radius = 0.08;
visual = "injury_legs"; visual = "injury_legs";
}; };
class HitLeftArm { class HitLeftArm {
armor = ARM_LEG_ARMOR_DEFAULT; //2; armor = ARM_LEG_ARMOR_DEFAULT; //2;
explosionShielding = 1; explosionShielding = 1;
material = -1; material = -1;
minimalHit = 0; minimalHit = 0;
name = "hand_l"; name = "hand_l";
passThrough = 1; passThrough = 1;
radius = 0.06; radius = 0.06;
visual = "injury_hands"; visual = "injury_hands";
}; };
class HitRightArm: HitLeftArm { class HitRightArm: HitLeftArm {
name = "hand_r"; name = "hand_r";
}; };
class HitLeftLeg { class HitLeftLeg {
armor = ARM_LEG_ARMOR_DEFAULT; //2; armor = ARM_LEG_ARMOR_DEFAULT; //2;
explosionShielding = 1; explosionShielding = 1;
material = -1; material = -1;
minimalHit = 0; minimalHit = 0;
name = "leg_l"; name = "leg_l";
passThrough = 1; passThrough = 1;
radius = 0.08; radius = 0.08;
visual = "injury_legs"; visual = "injury_legs";
}; };
class HitRightLeg: HitLeftLeg { class HitRightLeg: HitLeftLeg {
name = "leg_r"; name = "leg_r";
}; };
};
}; };
};
class SoldierWB: CAManBase {}; class SoldierWB: CAManBase {};
class SoldierEB: CAManBase {}; class SoldierEB: CAManBase {};
class SoldierGB: CAManBase {}; class SoldierGB: CAManBase {};
class B_Soldier_base_F: SoldierWB {}; class B_Soldier_base_F: SoldierWB {};
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 HitHead: HitHead {};
class HitBody: HitBody {}; class HitBody: HitBody {};
class HitHands: HitHands {}; class HitHands: HitHands {};
class HitLegs: HitLegs {}; class HitLegs: HitLegs {};
class HitLeftArm: HitLeftArm { class HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitRightArm: HitRightArm { class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitLeftLeg: HitLeftLeg { class HitLeftLeg: HitLeftLeg {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitRightLeg: HitRightLeg { class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
};
}; };
};
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 HitHead: HitHead {};
class HitBody: HitBody {}; class HitBody: HitBody {};
class HitHands: HitHands {}; class HitHands: HitHands {};
class HitLegs: HitLegs {}; class HitLegs: HitLegs {};
class HitLeftArm: HitLeftArm { class HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitRightArm: HitRightArm { class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitLeftLeg: HitLeftLeg { class HitLeftLeg: HitLeftLeg {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitRightLeg: HitRightLeg { class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
};
}; };
};
class I_Soldier_base_F: SoldierGB {}; class I_Soldier_base_F: SoldierGB {};
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 HitHead: HitHead {};
class HitBody: HitBody {}; class HitBody: HitBody {};
class HitHands: HitHands {}; class HitHands: HitHands {};
class HitLegs: HitLegs {}; class HitLegs: HitLegs {};
class HitLeftArm: HitLeftArm { class HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitRightArm: HitRightArm { class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitLeftLeg: HitLeftLeg { class HitLeftLeg: HitLeftLeg {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitRightLeg: HitRightLeg { class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
};
}; };
};
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 HitHead: HitHead {};
class HitBody: HitBody {}; class HitBody: HitBody {};
class HitHands: HitHands {}; class HitHands: HitHands {};
class HitLegs: HitLegs {}; class HitLegs: HitLegs {};
class HitLeftArm: HitLeftArm { class HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitRightArm: HitRightArm { class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitLeftLeg: HitLeftLeg { class HitLeftLeg: HitLeftLeg {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
class HitRightLeg: HitRightLeg { class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_BETTER; armor = ARM_LEG_ARMOR_BETTER;
}; };
};
}; };
};
class O_Soldier_base_F: SoldierEB { class O_Soldier_base_F: SoldierEB {
class HitPoints: HitPoints { class HitPoints: HitPoints {
class HitHead: HitHead {}; class HitHead: HitHead {};
class HitBody: HitBody {}; class HitBody: HitBody {};
class HitHands: HitHands {}; class HitHands: HitHands {};
class HitLegs: HitLegs {}; class HitLegs: HitLegs {};
class HitLeftArm: HitLeftArm { class HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85; passThrough = 0.85;
}; };
class HitRightArm: HitRightArm { class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85; passThrough = 0.85;
}; };
class HitLeftLeg: HitLeftLeg { class HitLeftLeg: HitLeftLeg {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85; passThrough = 0.85;
}; };
class HitRightLeg: HitRightLeg { class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85; passThrough = 0.85;
}; };
};
}; };
};
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 HitHead: HitHead {};
class HitBody: HitBody {}; class HitBody: HitBody {};
class HitHands: HitHands {}; class HitHands: HitHands {};
class HitLegs: HitLegs {}; class HitLegs: HitLegs {};
class HitLeftArm: HitLeftArm { class HitLeftArm: HitLeftArm {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85; passThrough = 0.85;
}; };
class HitRightArm: HitRightArm { class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85; passThrough = 0.85;
}; };
class HitLeftLeg: HitLeftLeg { class HitLeftLeg: HitLeftLeg {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85; passThrough = 0.85;
}; };
class HitRightLeg: HitRightLeg { class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_CSAT; armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85; passThrough = 0.85;
}; };
};
}; };
};
}; };