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Fix UBC for 1.54
Soldiers no longer inherit hitpoints from CaManBase Adds a macro to deal with them
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@ -183,13 +183,13 @@ class CfgGlasses {
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ACE_Resistance = 1;
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ACE_Protection = 1;
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};
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class G_Bandanna_sport:G_Bandanna_blk {
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class G_Bandanna_sport: G_Bandanna_shades {
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ACE_Color[] = {1,0,0};
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ACE_TintAmount=COLOUR;
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ACE_Resistance = 1;
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ACE_Protection = 1;
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};
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class G_Bandanna_aviator:G_Bandanna_blk {
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class G_Bandanna_aviator: G_Bandanna_shades {
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ACE_Color[] = {0,0,-1};
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ACE_TintAmount=COLOUR;
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ACE_Resistance = 1;
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@ -42,7 +42,8 @@ class CfgWeapons {
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class H_PilotHelmetFighter_O: H_PilotHelmetFighter_B {};
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class H_PilotHelmetFighter_I: H_PilotHelmetFighter_B {};
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class H_Cap_headphones: H_HelmetB {
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class HelmetBase;
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class H_Cap_headphones: HelmetBase {
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GVAR(protection) = 0.5;
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GVAR(lowerVolume) = 0.60;
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};
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@ -433,39 +433,38 @@ class CfgVehicles {
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#define ARM_LEG_ARMOR_BETTER 5
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#define ARM_LEG_ARMOR_CSAT 4
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class Land;
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class Man: Land {
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class HitPoints;
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};
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#define ADD_ACE_HITPOINTS(ARM_ARMOR,LEG_ARMOR) \
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class HitLeftArm { \
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armor = ARM_ARMOR; \
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material = -1; \
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name = "hand_l"; \
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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 HitRightArm: HitLeftArm { \
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name = "hand_r"; \
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}; \
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class HitLeftLeg { \
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armor = LEG_ARMOR; \
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material = -1; \
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name = "leg_l"; \
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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 HitRightLeg: HitLeftLeg { \
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name = "leg_r"; \
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}; \
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class Man;
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class CAManBase: Man {
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class HitPoints: HitPoints { // custom hitpoints. addons might want to adjust these accordingly
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class HitLeftArm {
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armor = ARM_LEG_ARMOR_DEFAULT;
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material = -1;
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name = "hand_l"; // @todo hopefully these still include the whole arm + 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 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 {
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armor = ARM_LEG_ARMOR_DEFAULT;
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material = -1;
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name = "leg_l";
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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 HitRightLeg: HitLeftLeg {
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name = "leg_r";
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};
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_DEFAULT,ARM_LEG_ARMOR_DEFAULT);
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};
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class ACE_SelfActions {
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@ -525,174 +524,82 @@ class CfgVehicles {
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class B_Soldier_base_F: SoldierWB {};
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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;
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class HitBody;
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class HitHands;
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class HitLegs;
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_BETTER,ARM_LEG_ARMOR_BETTER);
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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 HitHead;
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class HitBody;
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class HitHands;
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class HitLegs;
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_BETTER,ARM_LEG_ARMOR_BETTER);
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};
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};
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class I_Soldier_base_F: SoldierGB {};
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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;
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class HitBody;
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class HitHands;
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class HitLegs;
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_BETTER,ARM_LEG_ARMOR_BETTER);
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};
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};
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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;
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class HitBody;
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class HitHands;
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class HitLegs;
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_BETTER,ARM_LEG_ARMOR_BETTER);
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};
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};
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class O_Soldier_base_F: SoldierEB {
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class HitPoints: HitPoints {
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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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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_CSAT,ARM_LEG_ARMOR_BETTER);
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};
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};
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class O_Soldier_diver_base_F: O_Soldier_base_F {
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_CSAT,ARM_LEG_ARMOR_BETTER);
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};
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};
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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;
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class HitBody;
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class HitHands;
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class HitLegs;
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_CSAT,ARM_LEG_ARMOR_BETTER);
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};
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};
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class O_officer_F: O_Soldier_base_F {
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class HitPoints: HitPoints {
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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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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_CSAT; // @todo is that suppossed to be the case?
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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};
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class HitPoints {
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ADD_ACE_HITPOINTS(ARM_LEG_ARMOR_CSAT,ARM_LEG_ARMOR_BETTER);
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};
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};
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class O_Protagonist_VR_F: O_Soldier_base_F {
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class HitPoints: HitPoints {
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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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class HitLeftArm: HitLeftArm {
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armor = 2;
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};
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class HitRightArm: HitRightArm {
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armor = 2;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = 2;
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};
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class HitRightLeg: HitRightLeg {
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armor = 2;
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};
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};
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};
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//These VR guys already have limb hitpoints that we should be able to use
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//Note: the selections are a little weird, eg: class leg_l {name = "leg_l";};
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// class B_Soldier_VR_F: B_Soldier_base_F { {
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// class HitPoints {
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//Has class hand_l, hand_r, leg_l, leg_r Hitpoints already
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// };
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// };
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// class O_Soldier_VR_F: O_Soldier_base_F { {
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// class HitPoints {
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//Has class hand_l, hand_r, leg_l, leg_r Hitpoints already
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// };
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// };
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// class I_Soldier_VR_F: I_Soldier_base_F { {
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// class HitPoints {
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//Has class hand_l, hand_r, leg_l, leg_r Hitpoints already
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// };
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// };
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// class C_Soldier_VR_F: C_man_1 {
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// class HitPoints {
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//Has class hand_l, hand_r, leg_l, leg_r Hitpoints already
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// };
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// };
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// class O_Protagonist_VR_F: O_Soldier_base_F {
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// class HitPoints {
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//Has class hand_l, hand_r, leg_l, leg_r Hitpoints already
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// };
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// };
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class MapBoard_altis_F;
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class ACE_bodyBagObject: MapBoard_altis_F {
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