armor.hpp 3.4 KB

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  1. class HitPoints: HitPoints
  2. {
  3. class HitFace
  4. {
  5. armor = 10;
  6. material = -1;
  7. name = "face_hub";
  8. passThrough = 0.1;
  9. radius = 0.08;
  10. explosionShielding = 0.1;
  11. minimalHit = 0.01;
  12. };
  13. class HitNeck: HitFace
  14. {
  15. armor = 15;
  16. material = -1;
  17. name = "neck";
  18. passThrough = 0.1;
  19. radius = 0.1;
  20. explosionShielding = 0.1;
  21. minimalHit = 0.01;
  22. };
  23. class HitHead: HitNeck
  24. {
  25. armor = 10;
  26. material = -1;
  27. name = "head";
  28. passThrough = 0.1;
  29. radius = 0.2;
  30. explosionShielding = 0.1;
  31. minimalHit = 0.01;
  32. depends = "HitFace max HitNeck";
  33. };
  34. class HitPelvis
  35. {
  36. armor = 15;
  37. material = -1;
  38. name = "pelvis";
  39. passThrough = 0.1;
  40. radius = 0.2;
  41. explosionShielding = 0.25;
  42. visual = "injury_body";
  43. minimalHit = 0.01;
  44. };
  45. class HitAbdomen: HitPelvis
  46. {
  47. armor = 15;
  48. material = -1;
  49. name = "spine1";
  50. passThrough = 0.1;
  51. radius = 0.15;
  52. explosionShielding = 0.25;
  53. visual = "injury_body";
  54. minimalHit = 0.01;
  55. };
  56. class HitDiaphragm: HitAbdomen
  57. {
  58. armor = 20;
  59. material = -1;
  60. name = "spine2";
  61. passThrough = 0.1;
  62. radius = 0.15;
  63. explosionShielding = 2;
  64. visual = "injury_body";
  65. minimalHit = 0.01;
  66. };
  67. class HitChest: HitDiaphragm
  68. {
  69. armor = 25;
  70. material = -1;
  71. name = "spine3";
  72. passThrough = 0.1;
  73. radius = 0.15;
  74. explosionShielding = 2;
  75. visual = "injury_body";
  76. minimalHit = 0.01;
  77. };
  78. class HitBody: HitChest
  79. {
  80. armor = 1000;
  81. material = -1;
  82. name = "body";
  83. passThrough = 0.1;
  84. radius = 0.16;
  85. explosionShielding = 2;
  86. visual = "injury_body";
  87. minimalHit = 0.01;
  88. depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  89. };
  90. class HitArms
  91. {
  92. armor = 25;
  93. material = -1;
  94. name = "arms";
  95. passThrough = 0.5;
  96. radius = 0.1;
  97. explosionShielding = 0.25;
  98. visual = "injury_hands";
  99. minimalHit = 0.01;
  100. };
  101. class HitHands: HitArms
  102. {
  103. armor = 20;
  104. material = -1;
  105. name = "hands";
  106. passThrough = 0.5;
  107. radius = 0.1;
  108. explosionShielding = 0.25;
  109. visual = "injury_hands";
  110. minimalHit = 0.01;
  111. depends = "HitArms";
  112. };
  113. class HitLegs
  114. {
  115. armor = 20;
  116. material = -1;
  117. name = "legs";
  118. passThrough = 0.5;
  119. radius = 0.12;
  120. explosionShielding = 0.25;
  121. visual = "injury_legs";
  122. minimalHit = 0.01;
  123. };
  124. class HitLeftArm
  125. {
  126. armor = 5;
  127. material = -1;
  128. name = "hand_l";
  129. passThrough = 0.1;
  130. radius = 0.1;
  131. explosionShielding = 0.25;
  132. visual = "injury_hands";
  133. minimalHit = 0.01;
  134. };
  135. class HitRightArm: HitLeftArm
  136. {
  137. name = "hand_r";
  138. };
  139. class HitLeftLeg
  140. {
  141. armor = 5;
  142. material = -1;
  143. name = "leg_l";
  144. passThrough = 0.1;
  145. radius = 0.1;
  146. explosionShielding = 0.25;
  147. visual = "injury_hands";
  148. minimalHit = 0.01;
  149. };
  150. class HitRightLeg: HitLeftLeg
  151. {
  152. name = "leg_r";
  153. };
  154. };