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@@ -25,181 +25,170 @@ respawnlinkeditems[]=
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class HitPoints
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{
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- class HitAbdomen
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+ class HitFace
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{
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- armor=15;
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- explosionShielding=0.25;
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+ armor=1;
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material=-1;
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+ name="face_hub";
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+ passThrough=0.80000001;
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+ radius=0.079999998;
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+ explosionShielding=0.1;
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minimalHit=0.0099999998;
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- name="spine1";
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- passThrough=0.5;
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- radius=0.15000001;
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- visual="injury_body";
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};
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- class HitArms
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+ class HitNeck: HitFace
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{
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- armor=15;
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- explosionShielding=0.25;
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+ armor=1;
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material=-1;
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- minimalHit=0.0099999998;
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- name="arms";
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- passThrough=1;
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+ name="neck";
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+ passThrough=0.80000001;
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radius=0.1;
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- visual="injury_hands";
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+ explosionShielding=0.5;
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+ minimalHit=0.0099999998;
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};
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- class HitBody
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+ class HitHead: HitNeck
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{
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- armor=1000;
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- depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
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- explosionShielding=2;
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+ armor=1;
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material=-1;
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+ name="head";
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+ passThrough=0.80000001;
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+ radius=0.2;
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+ explosionShielding=0.5;
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minimalHit=0.0099999998;
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- name="body";
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- passThrough=0.5;
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- radius=0.16;
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- visual="injury_body";
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+ depends="HitFace max HitNeck";
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};
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- class HitChest
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+ class HitPelvis: HitHead
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{
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- armor=15;
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- explosionShielding=2;
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+ armor=8;
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material=-1;
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- minimalHit=0.0099999998;
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- name="spine3";
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- passThrough=0.5;
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- radius=0.15000001;
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+ name="pelvis";
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+ passThrough=0.80000001;
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+ radius=0.23999999;
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+ explosionShielding=3;
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visual="injury_body";
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+ minimalHit=0.0099999998;
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+ depends="";
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};
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- class HitDiaphragm
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+ class HitAbdomen: HitPelvis
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{
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- armor=15;
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- explosionShielding=2;
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+ armor=6;
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material=-1;
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- minimalHit=0.0099999998;
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- name="spine2";
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- passThrough=0.5;
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- radius=0.15000001;
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+ name="spine1";
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+ passThrough=0.80000001;
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+ radius=0.16;
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+ explosionShielding=3;
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visual="injury_body";
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+ minimalHit=0.0099999998;
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};
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- class HitFace
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+ class HitDiaphragm: HitAbdomen
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{
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- armor=2;
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- explosionShielding=0.1;
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+ armor=6;
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material=-1;
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+ name="spine2";
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+ passThrough=0.33000001;
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+ radius=0.18000001;
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+ explosionShielding=6;
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+ visual="injury_body";
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minimalHit=0.0099999998;
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- name="face_hub";
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- passThrough=0.5;
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- radius=0.079999998;
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};
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- class HitHands
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+ class HitChest: HitDiaphragm
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{
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- armor=15;
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- depends="HitArms";
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- explosionShielding=0.25;
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+ armor=8;
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material=-1;
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+ name="spine3";
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+ passThrough=0.33000001;
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+ radius=0.18000001;
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+ explosionShielding=6;
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+ visual="injury_body";
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minimalHit=0.0099999998;
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- name="hands";
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- passThrough=1;
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- radius=0.1;
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- visual="injury_hands";
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};
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- class HitHead
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+ class HitBody: HitChest
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{
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- armor=2;
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- depends="HitFace max HitNeck";
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- explosionShielding=0.1;
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+ armor=1000;
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material=-1;
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+ name="body";
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+ passThrough=1;
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+ radius=0;
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+ explosionShielding=6;
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+ visual="injury_body";
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minimalHit=0.0099999998;
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- name="head";
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- passThrough=0.5;
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- radius=0.2;
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+ depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
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};
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- class HitLeftArm
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+ class HitArms: HitBody
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{
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- armor=1;
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- explosionShielding=0.25;
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+ armor=6;
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material=-1;
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- minimalHit=0.0099999998;
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- name="hand_l";
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- passThrough=0.1;
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+ name="arms";
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+ passThrough=1;
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radius=0.1;
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+ explosionShielding=3;
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visual="injury_hands";
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+ minimalHit=0.0099999998;
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+ depends="0";
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};
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- class HitLeftLeg
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+ class HitHands: HitArms
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{
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- armor=1;
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- explosionShielding=0.25;
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+ armor=6;
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material=-1;
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- minimalHit=0.0099999998;
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- name="leg_l";
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- passThrough=0.1;
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+ name="hands";
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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_hands";
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+ minimalHit=0.0099999998;
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+ depends="HitArms";
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};
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- class HitLegs
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+ class HitLegs: HitHands
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{
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- armor=15;
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- explosionShielding=0.25;
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+ armor=6;
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material=-1;
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- minimalHit=0.0099999998;
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name="legs";
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passThrough=1;
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- radius=0.12;
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+ radius=0.14;
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+ explosionShielding=3;
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visual="injury_legs";
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+ minimalHit=0.0099999998;
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+ depends="0";
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};
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- class HitNeck
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+ class Incapacitated: HitLegs
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{
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- armor=5;
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- explosionShielding=0.1;
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+ armor=1000;
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material=-1;
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- minimalHit=0.0099999998;
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- name="neck";
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- passThrough=0.5;
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- radius=0.1;
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+ name="body";
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+ passThrough=1;
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+ radius=0;
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+ explosionShielding=3;
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+ visual="";
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+ minimalHit=0;
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+ depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
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};
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- class HitPelvis
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+ class HitLeftArm
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{
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- armor=15;
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- explosionShielding=0.25;
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+ armor=6;
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material=-1;
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+ name="hand_l";
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+ passThrough=1;
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+ radius=0.079999998;
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+ explosionShielding=3;
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+ visual="injury_hands";
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minimalHit=0.0099999998;
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- name="pelvis";
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- passThrough=0.25;
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- radius=0.2;
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- visual="injury_body";
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};
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- class HitRightArm
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+ class HitRightArm: HitLeftArm
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{
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- armor=1;
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- explosionShielding=0.25;
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- material=-1;
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- minimalHit=0.0099999998;
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name="hand_r";
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- passThrough=0.1;
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- radius=0.1;
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- visual="injury_hands";
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};
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- class HitRightLeg
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+ class HitLeftLeg
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{
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- armor=1;
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- explosionShielding=0.25;
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+ armor=6;
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material=-1;
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- minimalHit=0.0099999998;
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- name="leg_r";
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- passThrough=0.1;
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+ name="leg_l";
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+ passThrough=1;
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radius=0.1;
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- visual="injury_hands";
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+ explosionShielding=3;
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+ visual="injury_legs";
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+ minimalHit=0.0099999998;
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};
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- class Incapacitated
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+ class HitRightLeg: HitLeftLeg
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{
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- armor=1000;
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- depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
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- explosionShielding=1;
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- material=-1;
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- minimalHit=0;
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- name="body";
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- passThrough=1;
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- radius=0;
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- visual="";
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+ name="leg_r";
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};
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};
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