armor = 1; // unit health armorStructural = 1.0; // damage to total divided by this explosionShielding = 1.0; // explosion damage to total multiplied by this minTotalDamageThreshold = 0.001; // minimal registered damage impactDamageMultiplier = 1.0; // fall damage multiplier class HitPoints { class HitFace { armor = 1; // multiplier to unit health material = -1; name = "face_hub"; passThrough = 1.0; radius = 0.08; explosionShielding = 0.1; minimalHit = 0.01; }; class HitNeck: HitFace { armor = 1; material = -1; name = "neck"; passThrough = 1.0; radius = 0.1; explosionShielding = 0.1; minimalHit = 0.01; }; class HitHead: HitNeck { armor = 350; // unused material = -1; name = "head"; passThrough = 1.0; radius = 0.2; explosionShielding = 0.5; minimalHit = 0.01; depends = "HitFace max HitNeck"; } class HitPelvis { armor = 1; material = -1; name = "pelvis"; passThrough = 1.0; radius = 0.2; explosionShielding = 0.25; visual = "injury_body"; minimalHit = 0.01; }; class HitAbdomen: HitPelvis { armor = 1; material = -1; name = "spine1"; passThrough = 1.0; radius = 0.1; explosionShielding = 0.25; visual = "injury_body"; minimalHit = 0.01; }; class HitDiaphragm: HitAbdomen { armor = 1; material = -1; name = "spine2"; passThrough = 1.0; radius = 0.1; explosionShielding = 2; visual = "injury_body"; minimalHit = 0.01; }; class HitChest: HitDiaphragm { armor = 1; material = -1; name = "spine3"; passThrough = 1.0; radius = 0.1; explosionShielding = 2; visual = "injury_body"; minimalHit = 0.01; }; class HitBody: HitChest { armor = 20; material = -1; name = "body"; passThrough = 1.0; radius = 0.1; 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 = 1.0; radius = 0.1; explosionShielding = 0.25; visual = "injury_hands"; minimalHit = 0.01; }; class HitHands: HitArms { armor = 1; material = -1; name = "hands"; passThrough = 1.0; radius = 0.1; explosionShielding = 0.25; visual = "injury_hands"; minimalHit = 0.01; depends = "HitArms"; }; class HitLegs { armor = 1; material = -1; name = "legs"; passThrough = 1.0; radius = 0.12; explosionShielding = 0.25; visual = "injury_legs"; minimalHit = 0.01; }; class HitLeftArm { armor = 1; material = -1; name = "hand_l"; passThrough = 1.0; radius = 0.1; explosionShielding = 0.25; visual = "injury_hands"; minimalHit = 0.01; }; class HitRightArm: HitLeftArm { name = "hand_r"; }; class HitLeftLeg { armor = 1; material = -1; name = "leg_l"; passThrough = 1.0; radius = 0.1; explosionShielding = 0.25; visual = "injury_hands"; minimalHit = 0.01; }; class HitRightLeg: HitLeftLeg { name = "leg_r"; }; };