/* Author: Aaron Clark - EpochMod.com Contributors: Description: Player Configs Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_config/Configs/CfgVehicles/Players.hpp */ class B_Soldier_base_F; class Epoch_Female_base_F : B_Soldier_base_F { identityTypes[] = { "Woman", "NoGlasses" }; // minGunElev = -80; maxGunElev = 80; // test increased aim up angle faceType = "Man_A3"; woman = 1; side = 1; engineer = 1; vehicleClass = "Women"; scope = 0; // fix and normalize base classes cost = 40000; headgearProbability = 100; allowedHeadgear[] = {}; class HitPoints { class HitFace { armor = 1; material = -1; name = "face_hub"; passThrough = 0.1; radius = 0.08; explosionShielding = 0.1; minimalHit = 0.01; }; class HitNeck: HitFace { armor = 1; material = -1; name = "neck"; passThrough = 0.1; radius = 0.1; explosionShielding = 0.5; minimalHit = 0.01; }; class HitHead: HitNeck { armor = 1; material = -1; name = "head"; passThrough = 0.1; radius = 0.2; explosionShielding = 0.5; minimalHit = 0.01; depends = "HitFace max HitNeck"; }; class HitPelvis { armor = 1; material = -1; name = "pelvis"; passThrough = 0.1; radius = 0.2; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitAbdomen: HitPelvis { armor = 1; material = -1; name = "spine1"; passThrough = 0.1; radius = 0.15; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitDiaphragm: HitAbdomen { armor = 1; material = -1; name = "spine2"; passThrough = 0.1; radius = 0.15; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; }; class HitChest: HitDiaphragm { armor = 1; material = -1; name = "spine3"; passThrough = 0.1; radius = 0.15; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; }; class HitBody: HitChest { armor = 1000; material = -1; name = "body"; passThrough = 0.1; radius = 0.16; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms { armor = 1; material = -1; name = "arms"; passThrough = 1; radius = 0.1; explosionShielding = 1; visual = "injury_hands"; minimalHit = 0.01; }; class HitHands: HitArms { armor = 1; material = -1; name = "hands"; passThrough = 1; radius = 0.1; explosionShielding = 1; visual = "injury_hands"; minimalHit = 0.01; depends = "HitArms"; }; class HitLegs { armor = 1; material = -1; name = "legs"; passThrough = 1; radius = 0.12; explosionShielding = 1; visual = "injury_legs"; minimalHit = 0.01; }; }; armor = 2; armorStructural = 0.5; explosionShielding = 0.05; class Wounds { tex[] = {}; mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" }; }; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\Keesha_character.p3d"; modelSides[] = {1}; nakedUniform = "U_BasicBodyFemale"; uniformClass = "U_Test_uniform"; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; Items[] = {}; RespawnItems[] = {}; magazines[] = {}; respawnMagazines[] = {}; linkedItems[] = { "V_F41_EPOCH", "ItemMap"}; respawnLinkedItems[] = { "V_F41_EPOCH", "ItemMap" }; }; class Underwear_F; class FemaleUnderwear_F: Underwear_F { author = "Epoch"; _generalMacro = "FemaleUnderwear_F"; scope = 1; scopeCurator = 0; displayName = "TEST: Underwear"; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\Keesha_character.p3d"; uniformClass = "U_BasicBodyFemale"; weapons[] = {}; magazines[] = {}; respawnWeapons[] = {}; respawnMagazines[] = {}; }; class Epoch_Female_wetsuit_F : Epoch_Female_base_F { faceType = "Man_A3"; woman = 1; side = 1; engineer = 1; vehicleClass = "Women"; displayName = "Female Wetsuit"; scope = 2; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_co.paa" }; class Wounds { tex[] = {}; mat[] = { "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit.rvmat", "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_Injury.rvmat", "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_Injury.rvmat" }; }; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\Female_WetSuit.p3d"; hiddenUnderwaterSelections[] = { "hide" }; shownUnderwaterSelections[] = { "unhide", "unhide2" }; hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_co.paa", "\A3\characters_f\data\visors_ca.paa" }; modelSides[] = {1}; nakedUniform = "U_BasicBodyFemale"; uniformClass = "U_Wetsuit_uniform"; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; Items[] = {}; RespawnItems[] = {}; magazines[] = {}; respawnMagazines[] = {}; primaryAmmoCoef = 0.4; secondaryAmmoCoef = 0.1; handgunAmmoCoef = 0.2; // O_Soldier_diver_base_F class HitPoints { class HitFace { armor = 1; material = -1; name = "face_hub"; passThrough = 0.1; radius = 0.08; explosionShielding = 0.1; minimalHit = 0.01; }; class HitNeck: HitFace { armor = 1; material = -1; name = "neck"; passThrough = 0.1; radius = 0.1; explosionShielding = 0.5; minimalHit = 0.01; }; class HitHead: HitNeck { armor = 1; material = -1; name = "head"; passThrough = 0.1; radius = 0.2; explosionShielding = 0.5; minimalHit = 0.01; depends = "HitFace max HitNeck"; }; class HitPelvis { armor = 1; material = -1; name = "pelvis"; passThrough = 0.1; radius = 0.2; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitAbdomen: HitPelvis { armor = 1; material = -1; name = "spine1"; passThrough = 0.1; radius = 0.15; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitDiaphragm: HitAbdomen { armor = 1; material = -1; name = "spine2"; passThrough = 0.1; radius = 0.15; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; }; class HitChest: HitDiaphragm { armor = 1; material = -1; name = "spine3"; passThrough = 0.1; radius = 0.15; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; }; class HitBody: HitChest { armor = 1000; material = -1; name = "body"; passThrough = 0.1; radius = 0.2; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms { armor = 1; material = -1; name = "arms"; passThrough = 1; radius = 0.1; explosionShielding = 1; visual = "injury_hands"; minimalHit = 0.01; }; class HitHands: HitArms { armor = 1; material = -1; name = "hands"; passThrough = 1; radius = 0.1; explosionShielding = 1; visual = "injury_hands"; minimalHit = 0.01; depends = "HitArms"; }; class HitLegs { armor = 1; material = -1; name = "legs"; passThrough = 1; radius = 0.12; explosionShielding = 1; visual = "injury_legs"; minimalHit = 0.01; }; }; armor = 2; armorStructural = 0.5; explosionShielding = 0.05; // O_Soldier_base_F sensitivity = 3; threat[] = {1,0.1,0.1}; camouflage = 1.4; }; class Epoch_Female_wetsuitW_F : Epoch_Female_wetsuit_F { displayName = "Female Wetsuit (white)"; scope = 2; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite_co.paa" }; hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite.rvmat" }; class Wounds { tex[] = {}; mat[] = { "x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite.rvmat", "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_Injury.rvmat", "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_Injury.rvmat" }; }; modelSides[] = { 1 }; uniformClass = "U_Wetsuit_White"; hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite_co.paa", "\A3\characters_f\data\visors_ca.paa" }; }; class Epoch_Female_wetsuitB_F : Epoch_Female_wetsuit_F { displayName = "Female Wetsuit (blue)"; scope = 2; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitBlue_co.paa" }; modelSides[] = { 1 }; uniformClass = "U_Wetsuit_Blue"; hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitBlue_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitBlue_co.paa", "\A3\characters_f\data\visors_ca.paa" }; }; class Epoch_Female_wetsuitP_F : Epoch_Female_wetsuit_F { displayName = "Female Wetsuit (purple)"; scope = 2; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitPurp_co.paa" }; modelSides[] = { 1 }; uniformClass = "U_Wetsuit_Purp"; hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitPurp_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitPurp_co.paa", "\A3\characters_f\data\visors_ca.paa" }; }; class Epoch_Female_wetsuitC_F : Epoch_Female_wetsuit_F { displayName = "Female Wetsuit (camo)"; scope = 2; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitCamo_co.paa" }; modelSides[] = { 1 }; uniformClass = "U_Wetsuit_Camo"; hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitCamo_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitCamo_co.paa", "\A3\characters_f\data\visors_ca.paa" }; camouflage = 1.0; }; class Epoch_Female_Ghillie1_F : Epoch_Female_base_F { displayName = "Female Ghillie (tan)"; scope = 2; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_ghillie.p3d"; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\a3\characters_f\common\data\ghillie_3_ca.paa" }; // hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat" }; modelSides[] = { 1 }; uniformClass = "U_ghillie1_uniform"; // O_Soldier_sniper_base_F primaryAmmoCoef = 0.2; secondaryAmmoCoef = 0.05; handgunAmmoCoef = 0.1; // O_Soldier_base_F class HitPoints { class HitFace { armor = 1; material = -1; name = "face_hub"; passThrough = 0.1; radius = 0.08; explosionShielding = 0.1; minimalHit = 0.01; }; class HitNeck: HitFace { armor = 4; material = -1; name = "neck"; passThrough = 0.1; radius = 0.1; explosionShielding = 0.5; minimalHit = 0.01; }; class HitHead: HitNeck { armor = 1; material = -1; name = "head"; passThrough = 0.1; radius = 0.2; explosionShielding = 0.5; minimalHit = 0.01; depends = "HitFace max HitNeck"; }; class HitPelvis { armor = 6; material = -1; name = "pelvis"; passThrough = 0.04; radius = 0.2; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitAbdomen: HitPelvis { armor = 6; material = -1; name = "spine1"; passThrough = 0.04; radius = 0.15; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitDiaphragm: HitAbdomen { armor = 6; material = -1; name = "spine2"; passThrough = 0.04; radius = 0.15; explosionShielding = 1.5; visual = "injury_body"; minimalHit = 0.01; }; class HitChest: HitDiaphragm { armor = 6; material = -1; name = "spine3"; passThrough = 0.04; radius = 0.15; explosionShielding = 1.5; visual = "injury_body"; minimalHit = 0.01; }; class HitBody: HitChest { armor = 1000; material = -1; name = "body"; passThrough = 0.04; radius = 0.16; explosionShielding = 1.5; visual = "injury_body"; minimalHit = 0.01; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms { armor = 8; material = -1; name = "arms"; passThrough = 0.6; radius = 0.1; explosionShielding = 0.8; visual = "injury_hands"; minimalHit = 0.01; }; class HitHands: HitArms { armor = 8; material = -1; name = "hands"; passThrough = 0.6; radius = 0.1; explosionShielding = 0.8; visual = "injury_hands"; minimalHit = 0.01; depends = "HitArms"; }; class HitLegs { armor = 8; material = -1; name = "legs"; passThrough = 0.6; radius = 0.12; explosionShielding = 0.8; visual = "injury_legs"; minimalHit = 0.01; }; }; armor = 2; armorStructural = 0.5; explosionShielding = 0.05; // O_sniper_F threat[] = {1,0.6,0.6}; camouflage = 0.4; sensitivity = 3.3; }; class Epoch_Female_Ghillie2_F : Epoch_Female_Ghillie1_F { displayName = "Female Ghillie (light green)"; scope = 2; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_ghillie.p3d"; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\a3\characters_f\common\data\ghillie_2_ca.paa" }; // hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat" }; modelSides[] = { 1 }; uniformClass = "U_ghillie2_uniform"; }; class Epoch_Female_Ghillie3_F : Epoch_Female_Ghillie1_F { displayName = "Female Ghillie (green)"; scope = 2; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_ghillie.p3d"; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\a3\characters_f\common\data\ghillie_1_ca.paa" }; // hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat" }; modelSides[] = { 1 }; uniformClass = "U_ghillie3_uniform"; }; class Epoch_Female_Camo_F : Epoch_Female_base_F { displayName = "Female Camo"; scope = 2; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_camo.p3d"; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\camo\camoDark_co.paa" }; hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat" }; class Wounds { tex[] = {}; mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" }; }; modelSides[] = { 1 }; uniformClass = "U_Camo_uniform"; }; class Epoch_Female_CamoBlue_F : Epoch_Female_Camo_F { displayName = "Female Camo (Blue)"; scope = 2; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_camo.p3d"; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\camo\camoBlue_co.paa" }; hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoBlue.rvmat" }; class Wounds { tex[] = {}; mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoBlue.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" }; }; modelSides[] = { 1 }; uniformClass = "U_CamoBlue_uniform"; }; class Epoch_Female_CamoBrn_F : Epoch_Female_Camo_F { displayName = "Female Camo (Brown)"; scope = 2; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_camo.p3d"; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\camo\camoBrown_co.paa" }; hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoBrown.rvmat" }; class Wounds { tex[] = {}; mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoBrown.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" }; }; modelSides[] = { 1 }; uniformClass = "U_CamoBrn_uniform"; }; class Epoch_Female_CamoRed_F : Epoch_Female_Camo_F { displayName = "Female Camo (Red)"; scope = 2; model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_camo.p3d"; hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\camo\camoRed_co.paa" }; hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoRed.rvmat" }; class Wounds { tex[] = {}; mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoRed.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" }; }; modelSides[] = { 1 }; uniformClass = "U_CamoRed_uniform"; }; class Epoch_Female_F: Epoch_Female_base_F { woman = 1; scope = 2; displayName = "Female"; interactMode = 2; }; class O_Soldier_base_F; class Epoch_Man_base_F : O_Soldier_base_F { identityTypes[] = { "Kerry", "NoGlasses" }; maxGunElev = 80; // test increased aim up angle faceType = "Man_A3"; side = 0; vehicleClass = "Men"; engineer = 1; scope = 0; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; model = "\A3\Characters_F\Common\basicbody"; modelSides[] = {0}; nakedUniform = "U_BasicBody"; uniformClass = "U_Test1_uniform"; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; Items[] = {}; RespawnItems[] = {}; magazines[] = {}; respawnMagazines[] = {}; linkedItems[] = { "V_41_EPOCH", "ItemMap" }; respawnLinkedItems[] = { "V_41_EPOCH", "ItemMap" }; // fix and normalize base classes cost = 40000; headgearProbability = 100; allowedHeadgear[] = {}; class HitPoints { class HitFace { armor = 1; material = -1; name = "face_hub"; passThrough = 0.1; radius = 0.08; explosionShielding = 0.1; minimalHit = 0.01; }; class HitNeck: HitFace { armor = 1; material = -1; name = "neck"; passThrough = 0.1; radius = 0.1; explosionShielding = 0.5; minimalHit = 0.01; }; class HitHead: HitNeck { armor = 1; material = -1; name = "head"; passThrough = 0.1; radius = 0.2; explosionShielding = 0.5; minimalHit = 0.01; depends = "HitFace max HitNeck"; }; class HitPelvis { armor = 1; material = -1; name = "pelvis"; passThrough = 0.1; radius = 0.2; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitAbdomen: HitPelvis { armor = 1; material = -1; name = "spine1"; passThrough = 0.1; radius = 0.15; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitDiaphragm: HitAbdomen { armor = 1; material = -1; name = "spine2"; passThrough = 0.1; radius = 0.15; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; }; class HitChest: HitDiaphragm { armor = 1; material = -1; name = "spine3"; passThrough = 0.1; radius = 0.15; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; }; class HitBody: HitChest { armor = 1000; material = -1; name = "body"; passThrough = 0.1; radius = 0.16; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms { armor = 1; material = -1; name = "arms"; passThrough = 1; radius = 0.1; explosionShielding = 1; visual = "injury_hands"; minimalHit = 0.01; }; class HitHands: HitArms { armor = 1; material = -1; name = "hands"; passThrough = 1; radius = 0.1; explosionShielding = 1; visual = "injury_hands"; minimalHit = 0.01; depends = "HitArms"; }; class HitLegs { armor = 1; material = -1; name = "legs"; passThrough = 1; radius = 0.12; explosionShielding = 1; visual = "injury_legs"; minimalHit = 0.01; }; }; armor = 2; armorStructural = 0.5; explosionShielding = 0.05; }; class Epoch_Male_F: Epoch_Man_base_F { scope = 2; displayName = "Male"; interactMode = 2; };