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; }; };*/ };