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#include "undef.hpp"
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#define CAMO_UNIFORM "U_C_Poloshirt_stripped","U_C_Poloshirt_stripped","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolor","U_I_G_Story_Protagonist_F","U_C_Man_casual_4_F","U_C_Man_casual_5_F","U_Rangemaster","U_I_C_Soldier_Para_1_F","U_Marshal"
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#define CAMO_UNIFORM "DSF_dishda_jacket","DSF_dishda_blk_jacket","DSF_dishdaw_wood_jacket"
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#define CAMO_VEST "milgp_v_battle_belt_assaulter_RGR"
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#define CAMO_VEST "V_BandollierB_blk"
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#define CAMO_BACKPACK "rhs_sidor","rhsusf_falconii_coy"
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#define CAMO_BACKPACK "rhs_sidor"
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#define CAMO_HEADGEAR "H_StrawHat_dark","rhsusf_patrolcap_ocp","milgp_h_cap_01_CB","milgp_h_cap_01_khk"
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#define CAMO_HEADGEAR "H_ShemagOpen_tan"
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#define PISTOL "hgun_Pistol_heavy_01_F"
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#define RIFLE "rhs_weap_savz61"
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#define PISTOL_MAG "11Rnd_45ACP_Mag:7"
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#define RIFLE_MAG "rhsgref_20rnd_765x17_vz61:15"
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#define PISTOL_ATT "optic_MRD"
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#define SNIPER "rhs_weap_m38_rail"
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#define SNIPER_MAG "rhsgref_5Rnd_762x54_m38:12"
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#define SNIPER_ATT "rhsusf_acc_eotech_xps3"
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#define SPOTTER "rhs_weap_m1garand_sa43"
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#define SPOTTER_MAG "rhsgref_8Rnd_762x63_M2B_M1rifle:10"
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class Soldier_F {// rifleman
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    uniform[] = {CAMO_UNIFORM};
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    vest[] = {CAMO_VEST};
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    headgear[] = {CAMO_HEADGEAR};
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    backpack[] = {CAMO_BACKPACK};
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    backpackItems[] = {BASE_MEDICAL};
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	weapons[] = {RIFLE};
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    magazines[] = {PISTOL_MAG};
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    magazines[] = {RIFLE_MAG};
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    items[] = {RADIO_SR,COMMON_TOOLS};
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    linkedItems[] = {COMMON_LINKED};
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    handguns[] = {PISTOL};
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    face[] = {F_A}; 
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    handgunAttachments[] = {PISTOL_ATT};
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    face[] = {F_RUS}; 
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	items[] = {COMMON_LEADER_TOOLS,RADIO_SR,RADIO_MR};
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};
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class Soldier_SL_F: Soldier_TL_F {
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	items[] = {COMMON_LEADER_TOOLS,RADIO_MR,RADIO_LR};
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};
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class officer_F: Soldier_SL_F {// PL
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};
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class medic_F: Soldier_F {// Medic
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	backpackItems[] = {MEDIC_MEDICAL};
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	items[] += {RADIO_MR};
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};
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class spotter_F: Soldier_F {// Spotter
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	weapons[] = {SPOTTER};
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	magazines[] = {SPOTTER_MAG};
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	items[] += {RADIO_MR,"ACE_ATragMX","ACE_Kestrel4500","ACE_RangeCard","ACE_SpottingScope"};
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	magazines[] = {SPOTTER_MAG,PISTOL_MAG};
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class sniper_F: spotter_F {// Sniper
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	weapons[] = {SNIPER};
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	magazines[] = {SNIPER_MAG};
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	items[] = {RADIO_SR,COMMON_LEADER_TOOLS,"ACE_RangeCard"};
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	magazines[] = {PISTOL_MAG,SNIPER_MAG};
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	handguns[] = {PISTOL};
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};
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class fallback: Soldier_F {};