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// Author: Morbo
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// ~1970 US Army
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// ~1967 US Army
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#include "undef.hpp" // Reset defines
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// ==================== PASTE BELOW
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// Camo set
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#define CAMO_UNIFORM "usm_bdu_odg"
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#define CAMO_VEST "usm_vest_LBE_rm"
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#define CAMO_BACKPACK "SE_Scavenger_Backpack"
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#define CAMO_HEADGEAR "rhsgref_helmet_M1_bare","rhsgref_helmet_M1_bare","rhsgref_helmet_M1_bare_alt01","usm_bdu_boonie_odg","usm_bdu_boonie_odg","H_Bandanna_khk"
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// Rifle
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#define RIFLE "hlc_rifle_M14"
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#define RIFLE_MAG "hlc_20Rnd_762x51_B_M14:13"
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// GL Rifle
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#define GLRIFLE "RH_M16A1gl"
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#define GLRIFLE_MAG "RH_20Rnd_556x45_M855A1:15"
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#define GLRIFLE_MAG_SMOKE "1Rnd_Smoke_Grenade_shell:8"
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#define GLRIFLE_MAG_RED "1Rnd_SmokeRed_Grenade_shell:5"
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#define GLRIFLE_MAG_HE "1Rnd_HE_Grenade_shell:8"
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#define GLRIFLE_MAG_FLARE "UGL_FlareYellow_F:10"
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// Carbine
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#define CARBINE "RH_M16a1"
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#define CARBINE_MAG "RH_20Rnd_556x45_M855A1:15"
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// AR
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#define AR "hlc_lmg_m60"
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#define AR_MAG "hlc_100Rnd_762x51_M_M60E4:5"
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// AT
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#define AT "rhs_weap_m72a7"
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#define AT_MAG "rhs_m72a7_mag:1"
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// MMG
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#define MMG "hlc_lmg_m60"
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#define MMG_MAG "hlc_100Rnd_762x51_M_M60E4:5"
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// MAT
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#define MAT "rhs_weap_maaws"
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#define MAT_MAG "rhs_mag_maaws_HEAT:3"
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#define MAT_MAG2 "rhs_mag_maaws_HEAT:4"
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#define MAT_OPTIC "rhs_optic_maaws"
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// ==================== PASTE ABOVE
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// MANPADS
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#define SAM "rhs_weap_fim92"
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#define SAM_MAG "rhs_fim92_mag:2"
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#define SAM_MAG2 "rhs_fim92_mag:3"
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// Sniper Rifle & Attachments
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#define SNIPER "hlc_rifle_M21"
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#define SNIPER_ATT "hlc_optic_LRT_m14"
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#define SNIPER_MAG RIFLE_MAG
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// Spotter Rifle & Attachments
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#define SPOTTER RIFLE
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#define SPOTTER_MAG RIFLE_MAG
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#define SPOTTER_ATT "hlc_optic_artel_m14"
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// Marksman Rifle & Attachments
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#define DMRIFLE CARBINE
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#define DMRIFLE_MAG CARBINE_MAG
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#define DMRIFLE_OPTICS "hlc_optic_artel_m14"
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// SMG (Crew)
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#define SMG CARBINE
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#define SMG_MAG CARBINE_MAG
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// Shotgun (Breacher)
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#define SG "rhs_weap_M590_5RD"
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#define SG_MAG "rhsusf_5Rnd_00Buck:6"
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// Pistol (Leadership, Jet Pilot)
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#define PISTOL "rhsusf_weap_m1911a1"
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#define PISTOL_MAG "rhsusf_mag_7x45acp_MHP:4"
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// Flare Pistol (Pilot)
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#define FLAREPISTOL "BWA3_P2A1"
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#define FLAREPISTOL_MAG "BWA3_1Rnd_Flare_Singlestar_Green:3","BWA3_1Rnd_Flare_Singlestar_Red:3"
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// Grenades
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#define BASE_GRENADES W_BASE_SMOKES,"rhs_mag_m67:2"
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#define LEADER_GRENADES W_LEADER_SMOKES,"rhs_mag_m67:2"
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// Misc Equipment
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#define BASE_TOOLS COMMON_TOOLS
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#define LEADER_TOOLS "ACE_personalAidKit","ACE_Fortify"
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#define BASE_LINKED COMMON_LINKED
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// Class Gear
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#define CREW_HEADGEAR "rhsusf_cvc_green_helmet"
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#define PILOT_HEADGEAR "rhsusf_hgu56p"
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#define JET_HEADGEAR "H_PilotHelmetFighter_O"
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#define JET_UNIFORM "U_I_PilotCoveralls"                          
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#define JET_VEST "milgp_v_battle_belt_hgunner_RGR"
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#define BACKPACK_LARGE "rhsgref_hidf_alicepack"
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#define GOG "G_Aviator","G_Aviator","G_Spectacles_Tinted","","","","",""
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#define V_GR "usm_vest_LBE_gr"
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#define B_LD "usm_pack_st138_prc77"
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#define B_MED "usm_pack_m5_medic"
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#define V_F "usm_vest_rba"
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#define V_AR "usm_vest_LBE_mg"
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#define H_SL "usm_bdu_cap_odg"
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#define H_CO "usm_bdu_8point_odg"
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#define GR_GR "rhs_mag_m67:2","rhs_mag_an_m14_th3:2","rhs_mag_mk3a2:2"
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class Car {
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  TransportWeapons[] = {AT};
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  TransportMagazines[] = {AT_MAG,RIFLE_MAG,RIFLE_MAG,CARBINE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,GLRIFLE_MAG_SMOKE,MMG_MAG};
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  TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
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};
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class Tank {
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  TransportWeapons[] = {AT};
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  TransportMagazines[] = {CARBINE_MAG,BASE_EXP};
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  TransportItems[] = {BASE_MEDICAL,"ACE_Clacker"};
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};
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class Helicopter {
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  TransportMagazines[] = {SMG_MAG,RIFLE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE};
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  TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
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};
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class Plane {};
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class Ship_F {};
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class supplyCrate_F {
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  TransportWeapons[] = {AT,AT};
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  TransportMagazines[] = {AT_MAG,AT_MAG,RIFLE_MAG,RIFLE_MAG,CARBINE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE,MMG_MAG,MMG_MAG,MAT_MAG,MAT_MAG};
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  TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
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};
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// uniform[] = {};                 Uniform/clothes
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// vest[] = {};                    Vest/Plate Carrier/Harness/Chest rig
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// headgear[] = {};                Helmets, Hats
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// backpack[] = {};                Backpack
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// goggles[] = {};                 Facewear
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// weapons[] = {};                 Primary weapons (Rifles, MGs, DMRs etc)
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// handguns[] = {};                Pistols, machine-pistols etc
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// launchers[] = {};               AT/AA launchers
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// magazines[] = {};               Magazines. Includes grenades, and can include specific explosives such as mines and demo blocks.
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// items[] = {};                   Misc items, eg. Explosive detonators, wire cutters etc
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// backpackItems[] = {};           Items sent to backpack. Can include weapons, magazines and probably a lot of other things.
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// linkedItems[] = {};             Items that go in the linked slots: NVGs, Map, Compass, Watch, Binoculars, Rangefinders, GPS/UAV terminal
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// attachments[] = {};             Primary weapon attachments.
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// secondaryAttachments[] = {};    Launcher attachments
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// handgunAttachments[] = {};      Sidearm attachments
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// opticChoices[] = {};            List of optics that can be chosen by this class during safestart. Automatically included by arsenal exporter, so scroll back up and add some for the love of god.
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// ====================
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// ====================
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// Base Classes
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// ====================
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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[] = {RIFLE_MAG,BASE_GRENADES};
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  items[] = {RADIO_SR,BASE_TOOLS};
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  linkedItems[] = {BASE_LINKED};
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  goggles[] = {GOG};
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  face[] = {F_USA};
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  speaker[] = {NOVO};
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};
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class Fic_Soldier_Carbine: Soldier_F {// carbine-man
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  weapons[] = {CARBINE};
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  magazines[] = {CARBINE_MAG,BASE_GRENADES};
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};
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class Fic_eng: Fic_Soldier_Carbine {
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  weapons[] = {SMG};
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  magazines[] = {SMG_MAG,SMG_MAG,BASE_GRENADES};
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  items[] += {BASE_ENG};
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  backpack[] = {BACKPACK_LARGE};
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  backpackItems[] += {TOOLKIT};
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};
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class Fic_Spotter: Soldier_F {
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  linkedItems[] += {BINOS};
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};
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// ====================
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// GI
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// ====================
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class Soldier_AR_F: Soldier_F {// AR
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  weapons[] = {AR};
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  vest[] = {V_AR};
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  magazines[] = {PISTOL_MAG,AR_MAG,BASE_GRENADES};
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  handguns[] = {PISTOL};
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};
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class Soldier_AAR_F: Fic_Soldier_Carbine {// AAR
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  backpackItems[] += {AR_MAG};
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  vest[] = {V_AR};
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  linkedItems[] += {BINOS};
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};
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class Soldier_LAT_F: Fic_Soldier_Carbine {// RAT
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  magazines[] += {AT_MAG};
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  launchers[] = {AT};
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};
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class Survivor_F: Soldier_F { // FT CLS
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  backpack[] = {B_MED};
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  backpackItems[] = {CLS_MEDICAL};
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};
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class Soldier_GL_F: Soldier_F { // Grenadier
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  magazines[] += {GR_GR};
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};
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// ====================
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// Specialists (Requires editing unit)
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// ====================
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class Soldier_M_F: Soldier_F { // Marksman
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  weapons[] = {DMRIFLE};
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  magazines[] = {DMRIFLE_MAG,BASE_GRENADES};
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  attachments[] = {DMRIFLE_OPTICS};
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};
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class soldier_lite_F: Fic_Soldier_Carbine { // Breacher
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  backpackItems[] += {SG};
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  magazines[] += {SG_MAG};
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};
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// ====================
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// Leadership
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// ====================
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class medic_F: Fic_Soldier_Carbine {// Medic
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  weapons[] = {SMG};
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  magazines[] = {SMG_MAG,W_MEDIC_GRENADES};
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  backpack[] = {B_MED};
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  backpackItems[] = {MEDIC_MEDICAL};
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  items[] += {RADIO_MR};
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};
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class Soldier_TL_F: Soldier_F {// FTL
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  weapons[] = {GLRIFLE};
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  vest[] = {V_GR};
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  magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,GLRIFLE_MAG_RED,LEADER_GRENADES};
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  items[] += {LEADER_TOOLS,RADIO_MR};
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  linkedItems[] += {BINOS};
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};
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class Soldier_SL_F: Soldier_TL_F {// SL
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  backpack[] = {B_LD};
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  headgear[] = {H_SL};
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  handguns[] = {PISTOL};
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  magazines[] += {PISTOL_MAG};
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  items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR,RADIO_SR};
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};
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class officer_F: Soldier_SL_F {// CO and DC
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  headgear[] = {H_CO};
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};
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// ====================
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// Weapons Teams
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// ====================
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class support_MG_F: Soldier_AR_F {// MMG
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  weapons[] = {MMG};
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  handguns[] = {PISTOL};
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  magazines[] = {MMG_MAG,PISTOL_MAG,BASE_GRENADES};
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};
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class Soldier_A_F: Fic_Spotter {// MMG Spotter/Ammo Bearer
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  backpack[] = {BACKPACK_LARGE};
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  vest[] = {V_AR};
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  backpackItems[] += {MMG_MAG};
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};
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class soldier_AT_F: Fic_Soldier_Carbine {// MAT Gunner
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  backpack[] = {BACKPACK_LARGE};
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  backpackItems[] += {MAT_MAG};
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  launchers[] = {MAT};
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  secondaryAttachments[] = {MAT_OPTIC};
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};
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class Soldier_AAT_F: Fic_Spotter {// MAT Spotter/Ammo Bearer
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  backpack[] = {BACKPACK_LARGE};
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  backpackItems[] += {MAT_MAG2};
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};
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class soldier_AA_F: Fic_Soldier_Carbine {// SAM Gunner
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  backpack[] = {BACKPACK_LARGE};
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  backpackItems[] += {SAM_MAG};
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  launchers[] = {SAM};
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};
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class Soldier_AAA_F: Fic_Spotter {// SAM Spotter/Ammo Bearer
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  backpack[] = {BACKPACK_LARGE};
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  backpackItems[] += {SAM_MAG2};
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};
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class support_Mort_F: Fic_Soldier_Carbine {// Mortar Gunner
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  MORTAR_GEAR("B_Mortar_01_weapon_F")
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};
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class support_AMort_F: Fic_Spotter {// Assistant Mortar
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  MORTAR_GEAR("B_Mortar_01_support_F")
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};
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class spotter_F: Fic_Spotter {// Spotter
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  weapons[] = {SPOTTER};
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  magazines[] = {SPOTTER_MAG,BASE_GRENADES};
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  attachments[] = {SPOTTER_ATT};
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  items[] += {RADIO_MR,"ACE_RangeCard","ACE_SpottingScope"};
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};
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class sniper_F: spotter_F {// Sniper
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  weapons[] = {SNIPER};
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  magazines[] = {PISTOL_MAG,SNIPER_MAG,BASE_GRENADES};
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  handguns[] = {PISTOL};
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  items[] = {RADIO_SR,LEADER_TOOLS,"ACE_RangeCard"};
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  linkedItems[] = {BASE_LINKED};
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};
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// ====================
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// Engineers
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// ====================
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class engineer_F: Fic_eng {// Engineer TL
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  backpackItems[] += {RADIO_MR};
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  handguns[] = {PISTOL};
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  magazines[] += {PISTOL_MAG};
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  items[] += {LEADER_TOOLS};
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};
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class soldier_repair_F: Fic_Eng {// Engineer Asst
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  handguns[] = {MINE_SWEEPER};
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};
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// class soldier_exp_F: Soldier_F {// Flamethrower
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//  vest[] = {V_F};
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//  backpack[] = {B_F};
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//  weapons[] = {F};
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// handguns[] = {PISTOL};
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//  magazines[] = {F_MAG,PISTOL_MAG};
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//  items[] = {RADIO_SR,BASE_MEDICAL};
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//  goggles[] = {"SE_M17"};
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//};
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// ====================
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// Vehicle Crews
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// ====================
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class crew_F: Fic_Soldier_Carbine {// Crew
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  headgear[] = {CREW_HEADGEAR};
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  weapons[] = {SMG};
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  magazines[] = {SMG_MAG,W_CREW_GRENADES};
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  backpackItems[] = {RADIO_LR};
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  linkedItems[] = {BASE_LINKED,BINOS,NODS};
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  items[] += {BASE_MEDICAL};
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};
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class Helipilot_F: Soldier_F {// Pilot
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  vest[] = {CAMO_VEST};
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  backpack[] = {CAMO_BACKPACK};
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  uniform[] = {CAMO_UNIFORM};
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  headgear[] = {PILOT_HEADGEAR};
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  weapons[] = {};
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  handguns[] = {PISTOL};
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  magazines[] = {PISTOL_MAG,FLAREPISTOL_MAG,AIRCREW_GRENADES};
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  backpackItems[] = {RADIO_LR,FLAREPISTOL};
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  items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS,RADIO_MR};
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  linkedItems[] = {BASE_LINKED,NODS};
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};
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class Pilot_F: Soldier_F {// Jet Pilot
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  vest[] = {JET_VEST};
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  uniform[] = {JET_UNIFORM};
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  headgear[] = {JET_HEADGEAR};
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  handguns[] = {PISTOL};
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  magazines[] = {PISTOL_MAG,CHEMLIGHTS,AIRCREW_GRENADES};
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  items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS};
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  backpack[] = {BACKPACK_LARGE};
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  backpackItems[] = {RADIO_LR};
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};
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class helicrew_F: Helipilot_F {}; // Pilot
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class fallback: Soldier_F {}; // This means any faction member who doesn't match something will use this loadout