armor = 10; // total armor of uniform armorStructural = 1.0; // damage to total is divided by this explosionShielding = 1.0; // explosion damage to total is multiplied by this minTotalDamageThreshold = 0.001; // minimal registered damage impactDamageMultiplier = 0.5; // fall damage multiplier class HitPoints { class HitFace { armor = 15; // multiplier to total armor material = -1; name = "face_hub"; passThrough = 0.0; explosionShielding = 0.1; }; class HitNeck: HitFace { armor = 15; material = -1; name = "neck"; passThrough = 0.0; explosionShielding = 0.1; }; class HitHead: HitNeck { armor = 1000; // unused material = -1; name = "head"; passThrough = 0.0; explosionShielding = 0.1; depends = "HitFace max HitNeck"; }; class HitPelvis { armor = 15; material = -1; name = "pelvis"; passThrough = 0.0; explosionShielding = 0.1; }; class HitAbdomen: HitPelvis { armor = 15; material = -1; name = "spine1"; passThrough = 0.0; explosionShielding = 0.1; }; class HitDiaphragm: HitAbdomen { armor = 15; material = -1; name = "spine2"; passThrough = 0.0; explosionShielding = 0.1; }; class HitChest: HitDiaphragm { armor = 15; material = -1; name = "spine3"; passThrough = 0.0; explosionShielding = 0.1; }; class HitBody: HitChest { armor = 1000; // unused material = -1; name = "body"; passThrough = 0.0; explosionShielding = 0.1; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms { armor = 5; material = -1; name = "arms"; passThrough = 0.0; explosionShielding = 0.1; }; class HitHands: HitArms { armor = 5; material = -1; name = "hands"; passThrough = 0.0; explosionShielding = 0.1; }; class HitLegs { armor = 5 material = -1; name = "legs"; passThrough = 0.0; explosionShielding = 0.1; }; class HitLeftArm { armor = 5; material = -1; name = "hand_l"; passThrough = 0.0; explosionShielding = 0.1; }; class HitRightArm: HitLeftArm { name = "hand_r"; }; class HitLeftLeg { armor = 5; material = -1; name = "leg_l"; passThrough = 0.0; explosionShielding = 0.1; }; class HitRightLeg: HitLeftLeg { name = "leg_r"; }; };