class Man;
class CAManBase: Man {
    class HitPoints {
        class HitHead {
            /*armor = 1;
            passThrough = 1;
            radius = 0.1;
            explosionShielding = 0.5;
            minimalHit = 0;*/
        };

        class HitBody {
            /*armor = 1;
            passThrough = 1;
            radius = 0.15;
            explosionShielding = 10;
            minimalHit = 0;*/
        };

        class HitHands {
            /*armor = 1;
            passThrough = 1;
            radius = 0.08;
            explosionShielding = 1;
            minimalHit = 0;*/
        };

        class HitLegs {
            /*armor = 1;
            passThrough = 1;
            radius = 0.1;
            explosionShielding = 1;
            minimalHit = 0;*/
        };
    };

    /*armor = 2;
    armorStructural = 5;*/
};

class Civilian: CAManBase {
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 1;
        };

        class HitBody: HitBody {
            armor = 2;
        };

        class HitHands: HitHands {
            armor = 2;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };*/
};

/*class Civilian_F: Civilian {};
class C_man_1: Civilian_F {};*/

class SoldierWB: CAManBase {};
class SoldierEB: CAManBase {};
class SoldierGB: CAManBase {};

class B_Soldier_base_F: SoldierWB {
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 1;
        };

        class HitBody: HitBody {
            armor = 2;
        };

        class HitHands: HitHands {
            armor = 2;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };

    armor = 2;
    armorStructural = 5;*/
};

class B_Soldier_02_f: B_Soldier_base_F {    // t-shirt
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 1;
        };

        class HitBody: HitBody {
            armor = 1;
        };

        class HitHands: HitHands {
            armor = 1;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };*/

    armorStructural = 5; //7;
};

class B_Soldier_03_f: B_Soldier_base_F {    // sleeves
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 1;
        };

        class HitBody: HitBody {
            armor = 2;
        };

        class HitHands: HitHands {
            armor = 1;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };*/

    armorStructural = 5; //7;
};

class B_Soldier_04_f: B_Soldier_base_F {    // heli pilot
    class HitPoints: HitPoints {
        class HitHead: HitHead {
            /*armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;*/
        };

        class HitBody: HitBody {
            /*armor = 2;*/
            passThrough = 1; //0.5;
            /*explosionShielding = 2.4;*/
        };

        class HitHands: HitHands {
            armor = 2; //8;
            passThrough = 1; //0.5;
            /*explosionShielding = 1.2;*/
        };

        class HitLegs: HitLegs {
            armor = 2; //8;
            passThrough = 1; //0.5;
            /*explosionShielding = 1.2;*/
        };
    };
};

class B_Soldier_05_f: B_Soldier_base_F {    // cas pilot
    armorStructural = 5; //3;

    class HitPoints: HitPoints {
        class HitHead: HitHead {
            /*armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;*/
        };

        class HitBody: HitBody {
            armor = 3; //2;
            passThrough = 1; //0.5;
            /*explosionShielding = 2.4;*/
        };

        class HitHands: HitHands {
            armor = 3; //8;
            /*passThrough = 1;
            explosionShielding = 1.2;*/
        };

        class HitLegs: HitLegs {
            armor = 3; //8;
            /*passThrough = 1;
            explosionShielding = 1.2;*/
        };
    };
};

class B_Soldier_diver_base_F: B_Soldier_base_F {
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 2;
        };

        class HitBody: HitBody {
            armor = 2;
        };

        class HitHands: HitHands {
            armor = 2;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };*/
};

// these appear to be broken, remnants from A2?
/*class C_man_p_fugitive_F: C_man_1 {
    class HitPoints: HitPoints {
        class HitBody: HitBody {
            armor = "0.3*10";
        };

        class HitLegs: HitLegs {
            armor = "0.3*5";
        };
    };
};

class C_man_w_worker_F: C_man_1 {
    class HitPoints: HitPoints {
        class HitBody: HitBody {
            armor = "0.6*10";
        };

        class HitHands: HitHands {
            armor = "0.5*5";
        };

        class HitLegs: HitLegs {
            armor = "0.5*5";
        };
    };
};

class C_man_hunter_1_F: C_man_1 {
    class HitPoints: HitPoints {
        class HitBody: HitBody {
            armor = "0.6*10";
        };

        class HitHands: HitHands {
            armor = "0.5*5";
        };

        class HitLegs: HitLegs {
            armor = "0.5*5";
        };
    };
};

class C_man_p_shorts_1_F: C_man_1 {
    class HitPoints: HitPoints {
        class HitLegs: HitLegs {
            armor = "0.3*5";
        };
    };
};

class C_man_pilot_F: C_man_1 {
    class HitPoints: HitPoints {
        class HitBody: HitBody {
            armor = "0.6*10";
        };

        class HitHands: HitHands {
            armor = "0.5*5";
        };

        class HitLegs: HitLegs {
            armor = "0.5*5";
        };
    };
};*/

class I_Soldier_base_F: SoldierGB {
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 1;
        };

        class HitBody: HitBody {
            armor = 2;
        };

        class HitHands: HitHands {
            armor = 2;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };*/

    /*armor = 2;*/
    armorStructural = 5; //7;
};

class I_Soldier_02_F: I_Soldier_base_F {  // sleeves
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 1;
        };

        class HitBody: HitBody {
            armor = 2;
        };

        class HitHands: HitHands {
            armor = 1;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };*/
};

class I_Soldier_03_F: I_Soldier_base_F {  // heli pilot
    /*armorStructural = 5;*/

    class HitPoints: HitPoints {
        class HitHead: HitHead {
            /*armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;*/
        };

        class HitBody: HitBody {
            /*armor = 2;*/
            passThrough = 1; //0.5;
            /*explosionShielding = 2.4;*/
        };

        class HitHands: HitHands {
            armor = 2; //8;
            passThrough = 1; //0.5;
            /*explosionShielding = 1.2;*/
        };

        class HitLegs: HitLegs {
            armor = 2; //8;
            passThrough = 1; //0.5;
            /*explosionShielding = 1.2;*/
        };
    };
};

class I_Soldier_04_F: I_Soldier_base_F {  // cas pilot
    armorStructural = 5; //3;

    class HitPoints: HitPoints {
        class HitHead: HitHead {
            /*armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;*/
        };

        class HitBody: HitBody {
            armor = 3; //2;
            passThrough = 1; //0.5;
            /*explosionShielding = 2.4;*/
        };

        class HitHands: HitHands {
            armor = 3; //8;
            /*passThrough = 1;
            explosionShielding = 1.2;*/
        };

        class HitLegs: HitLegs {
            armor = 3; //8;
            /*passThrough = 1;
            explosionShielding = 1.2;*/
        };
    };
};

class I_Soldier_diver_base_F: I_Soldier_base_F {
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 2;
        };

        class HitBody: HitBody {
            armor = 2;
        };

        class HitHands: HitHands {
            armor = 2;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };*/
};

class O_Soldier_base_F: SoldierEB {
    class HitPoints: HitPoints {
        class HitHead: HitHead {
            /*armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;*/
        };

        class HitBody: HitBody {
            armor = 4; //6;
            passThrough = 0.85; //0.5;
            /*explosionShielding = 1.5;*/
        };

        class HitHands: HitHands {
            armor = 4; //8;
            passThrough = 0.85; //0.5;
            /*explosionShielding = 0.8;*/
        };

        class HitLegs: HitLegs {
            armor = 4; //8;
            passThrough = 0.85; //0.5;
            /*explosionShielding = 0.8;*/
        };
    };

    /*armor = 2;
    armorStructural = 5;*/
};

class O_officer_F: O_Soldier_base_F {
    class HitPoints: HitPoints {
        class HitHead: HitHead {
            /*armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;*/
        };

        class HitBody: HitBody {
            /*armor = 2;
            passThrough = 1;
            explosionShielding = 10;*/
        };

        class HitHands: HitHands {
            /*armor = 2;
            passThrough = 1;
            explosionShielding = 1;*/
        };

        class HitLegs: HitLegs {
            armor = 2; //8;
            passThrough = 1; //0.5;
            /*explosionShielding = 1;*/
        };
    };
};

class O_Soldier_02_F: O_Soldier_base_F {  // crew ?
    armorStructural = 5; //3;

    class HitPoints: HitPoints {
        class HitHead: HitHead {
            /*armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;*/
        };

        class HitBody: HitBody {
            armor = 4; //6;
            passThrough = 0.85; //0.5;
            /*explosionShielding = 1.5;*/
        };

        class HitHands: HitHands {
            armor = 4; //8;
            passThrough = 0.85; //1;
            /*explosionShielding = 0.8;*/
        };

        class HitLegs: HitLegs {
            armor = 4; //8;
            passThrough = 0.85; //1;
            /*explosionShielding = 0.8;*/
        };
    };
};

class O_Soldier_diver_base_F: O_Soldier_base_F {
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 2;
        };

        class HitBody: HitBody {
            armor = 2;
        };

        class HitHands: HitHands {
            armor = 2;
        };

        class HitLegs: HitLegs {
            armor = 2;
        };
    };*/
};

class O_Soldier_VR_F: O_Soldier_base_F {
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;
        };

        class HitBody: HitBody {
            armor = 2;
            passThrough = 1;
            explosionShielding = 10;
        };

        class HitHands: HitHands {
            armor = 2;
            passThrough = 1;
            explosionShielding = 1;
        };

        class HitLegs: HitLegs {
            armor = 2;
            passThrough = 1;
            explosionShielding = 1;
        };
    };*/
};

class O_Protagonist_VR_F: O_Soldier_base_F {
    /*class HitPoints: HitPoints {
        class HitHead: HitHead {
            armor = 1;
            passThrough = 1;
            explosionShielding = 0.5;
        };

        class HitBody: HitBody {
            armor = 2;
            passThrough = 1;
            explosionShielding = 10;
        };

        class HitHands: HitHands {
            armor = 2;
            passThrough = 1;
            explosionShielding = 1;
        };

        class HitLegs: HitLegs {
            armor = 2;
            passThrough = 1;
            explosionShielding = 1;
        };
    };*/
};