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braf/braf_characters_aviation/Flightvest/Flightvests_Weap.hpp

112 lines
2.3 KiB
C++

//---------------------------Vests------------------------------
class braf_jet_flightvest: Vest_Camo_Base
{
author="BRAF Team";
scope=2;
scopeCurator=2;
displayName="$STR_flightvest_jet";
picture="\braf\braf_characters_aviation\Flightvest\data\ui\surv_ui_ca.paa";
model="braf\braf_characters_aviation\Flightvest\braf_fighter_pilot_vest.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"braf\braf_characters_aviation\Flightvest\data\surv_co.paa"
};
descriptionShort="Lightweight Jet Vest";
class ItemInfo: VestItem
{
uniformModel="braf\braf_characters_aviation\Flightvest\braf_fighter_pilot_vest.p3d";
hiddenSelections[]={"camo"};
containerClass="Supply160";
mass=50;
class HitpointsProtectionInfo
{
class Chest
{
HitpointName="HitChest";
armor=0;
PassThrough=0.2;
};
class Diaphragm
{
HitpointName="HitDiaphragm";
armor=0;
PassThrough=0.2;
};
class Abdomen
{
hitpointName="HitAbdomen";
armor=0;
passThrough=0.2;
};
class Body
{
hitpointName="HitBody";
armor=0;
passThrough=0.2;
};
};
};
};
class braf_heli_flightvest: V_RebreatherB
{
author="BRAF Team";
scope=2;
scopeCurator=2;
displayName="$STR_flightvest_heli";
picture="\braf\braf_characters_aviation\Flightvest\data\ui\surv_ui_ca.paa";
model="braf\braf_characters_aviation\Flightvest\braf_heli_pilot_vest.p3d";
hiddenUnderwaterSelections[] = {"hide"};
shownUnderwaterSelections[] = {"unhide", "unhide2"};
hiddenSelections[]=
{
};
hiddenSelectionsTextures[]=
{
};
descriptionShort="Lightweight Helicopter Vest";
class ItemInfo: VestItem
{
uniformModel="braf\braf_characters_aviation\Flightvest\braf_heli_pilot_vest.p3d";
hiddenSelections[]={};
hiddenSelectionsTextures[]=
{
};
containerClass="Supply160";
vestType = "Rebreather";
hiddenUnderwaterSelections[] = {"hide"};
shownUnderwaterSelections[] = {"unhide", "unhide2"};
mass=50;
class HitpointsProtectionInfo
{
class Chest
{
HitpointName="HitChest";
armor=0;
PassThrough=0.2;
};
class Diaphragm
{
HitpointName="HitDiaphragm";
armor=0;
PassThrough=0.2;
};
class Abdomen
{
hitpointName="HitAbdomen";
armor=0;
passThrough=0.2;
};
class Body
{
hitpointName="HitBody";
armor=0;
passThrough=0.2;
};
};
};
};