private ["_newArmor","_totalArmor","_totalArmorMax","_selectedClass","_selectedItem","_bar","_uniformArmor","_finalArmor","_vestArmor","_headgearArmor","_totalArmorUI","_bar_compare"]; disableSerialization; if (!isNull findDisplay 602) then { _selectedClass = ""; if !(EPOCH_InteractedItem isEqualTo []) then { _selectedClass = EPOCH_InteractedItem select 1; }; _totalArmor = 0; _totalArmorMax = EPOCH_MAX_ARMOR select 3; _newArmor = 0; _selectedItem = getnumber (configFile >> "CfgWeapons" >> _selectedClass >> "ItemInfo" >> "type"); _bar = uiNameSpace getVariable "RscCustomProgressUniform"; _uniformArmor = (uniform player) call EPOCH_uniformArmorCalc; _totalArmor = _totalArmor + _uniformArmor; _finalArmor = linearConversion [0,EPOCH_MAX_ARMOR select 0,_uniformArmor,0.01,1]; _bar progressSetPosition _finalArmor; if (_selectedItem == 801) then { _newArmor = _newArmor + (_selectedClass call EPOCH_uniformArmorCalc); } else { _newArmor = _newArmor + _uniformArmor; }; _bar = uiNameSpace getVariable "RscCustomProgressVest"; _vestArmor = (vest player) call EPOCH_gearArmorCalc; _totalArmor = _totalArmor + _vestArmor; _finalArmor = linearConversion [0,EPOCH_MAX_ARMOR select 1,_vestArmor,0.01,1]; _bar progressSetPosition _finalArmor; if (_selectedItem == 701) then { _newArmor = _newArmor + (_selectedClass call EPOCH_gearArmorCalc); } else { _newArmor = _newArmor + _vestArmor; }; _bar = uiNameSpace getVariable "RscCustomProgressHeadgear"; _headgearArmor = (headgear player) call EPOCH_gearArmorCalc; _totalArmor = _totalArmor + _headgearArmor; _finalArmor = linearConversion [0,EPOCH_MAX_ARMOR select 2,_headgearArmor,0.01,1]; _bar progressSetPosition _finalArmor; if (_selectedItem == 605) then { _newArmor = _newArmor + (_selectedClass call EPOCH_gearArmorCalc); } else { _newArmor = _newArmor + _headgearArmor; }; _totalArmorUI = uiNameSpace getVariable "RscCustomProgressTotal"; _bar = _totalArmorUI select 0; _finalArmor = linearConversion [0,_totalArmorMax,_totalArmor,0.01,1]; _bar progressSetPosition _finalArmor; _bar_compare = _totalArmorUI select 1; _finalArmor = linearConversion [0,_totalArmorMax,_newArmor,0.01,1]; _bar_compare progressSetPosition _finalArmor; };