text: #include "..\undef.hpp" // Reset defines
  
  // put all rifle weapons
  #define RIFLE "rhs_weap_akmn"
  // put all mags for the weapons above -- only the compatible ones for the player's weapon will be given
  #define RIFLE_MAG "rhs_30Rnd_762x39mm_polymer_89:7","rhs_30Rnd_762x39mm_polymer_tracer:4"
  // give Riflemen extra mags
  #define RIFLE_MAG_RI "rhs_30Rnd_762x39mm_polymer_89:12","rhs_30Rnd_762x39mm_polymer_tracer:6"
  
  #define SIDEARM "rhs_weap_makarov_pm"
  #define SIDEARM_MAG "rhs_mag_9x18_8_57N181S:2"
  
  // put all GL weapons
  #define RIFLE_GL "rhs_weap_akmn_gp25"
  #define RIFLE_GL_MAG RIFLE_MAG
  
  // UGL types - these should be classnames of items compatible with RIFLE_GL
  // note: "type" here, if using a definition, MUST not have quotes around it. only the classname.
  #define UGL_MAGS(_type,_count) _type##:##_count
  #define UGL_FRAG rhs_VOG25
  #define UGL_SMOKEWHITE rhs_GRD40_White
  #define UGL_FLAREWHITE rhs_VG40OP_white
  
  // put all Carbine-style (shorter) weapons
  #define CARBINE "rhs_weap_aks74un"
  #define CARBINE_MAG "rhs_30Rnd_545x39_7N10_AK:7", "rhs_30Rnd_545x39_AK_plum_green:4"
  #define CARBINE_MAG_RI "rhs_30Rnd_545x39_7N10_AK:12", "rhs_30Rnd_545x39_AK_plum_green:6"
  #define CARBINE_MAG_CREW "rhs_30Rnd_545x39_7N10_AK:4","rhs_30Rnd_545x39_AK_plum_green:2"
  
  #define SMG_RIFLE "rhs_weap_pp2000"
  #define SMG_MAG "rhs_mag_9x19mm_7n31_44:8"
  #define SMG_MAG_CREW "rhs_mag_9x19mm_7n31_44:4"
  
  #define AR_RIFLE "fnf_rpk"
  #define AR_MAG "fnf_45rnd_rpk_green:6"
  #define AR_MAG_ASST "fnf_45rnd_rpk_green:5"
  
  #define AT_LAUNCHER RPG26(1)
  
  #define MAT1_LAUNCHER RPG7(2,1)
  #define MAT2_LAUNCHER RPG7(2,1)
  
  #define DM_RIFLE "rhs_weap_svdp_wd_npz"
  #define DM_MAG "rhs_10Rnd_762x54mmR_7N1:11"
  
  #define MMG_RIFLE "rhs_weap_pkp"
  #define MMG_MAG "rhs_100Rnd_762x54mmR:8"
  #define MMG_MAG_ASST "rhs_100Rnd_762x54mmR:6"
  
  #define SPOTTER_RIFLE "rhs_weap_aks74n_2", "rhs_weap_asval"
  #define SPOTTER_MAG "rhs_45Rnd_545X39_7U1_AK:8", "rhs_20rnd_9x39mm_SP6:11"
  
  #define SNP_RIFLE "rhs_weap_t5000"
  #define SNP_MAG "rhs_5Rnd_338lapua_t5000:12"
  
  // [player getVariable "phxLoadout", (configProperties [_cfgPath, "true", true]) apply {configName _x}]
  
  class RHS_GEAR_ID_TRIBAL_2010_AKMN {
    author = "Mazz38";
    description = "ID: 2010 Tribal AKMN Kits";
  
    class BASE {
      backpackItems[] = {};
      sidearms[] = {
        {{SIDEARM},{SIDEARM_MAG}}
      };
      weaponChoices[] = {
        {{RIFLE},{RIFLE_MAG}},
        {{CARBINE},{CARBINE_MAG}}
      };
      launchers[] = {};
      defaultMAT[] = {};
      magazines[] = {BASE_GRENADES};
      items[] = {TOOLS,GRUNT_MEDICAL};
      linkedItems[] = {LINKED};
      attachments[] = {};
      launcherAttachments[] = {};
      explosiveChoices[] = {};
      grenadeChoices[] = {};
      giveSideKey = 0; // 0 for no key, 1 for side key, 2 for GLOBAL key
      giveSilencer = 0; // 0 for no silencer, 1 to equip silencer on primary weapon
      giveSRRadio = 1;
      giveLRRadio = 0;
    };
  
    class RI : BASE {
      weaponChoices[] = {
        {{RIFLE},{RIFLE_MAG_RI}},
        {{CARBINE},{CARBINE_MAG_RI}}
      };
    };
  
    class TL : BASE {
      weaponChoices[] = {
        {
          {RIFLE_GL},
          {
            RIFLE_GL_MAG,
            UGL_MAGS(UGL_FRAG,6),
            UGL_MAGS(UGL_SMOKEWHITE,3),
            UGL_MAGS(UGL_FLAREWHITE,3)
          }
        }
      };
      magazines[] += {
        LEADER_SMOKES
      };
      items[] += {LEADER_TOOLS};
      linkedItems[] += {VECTOR};
      giveSideKey = 1;
      giveLRRadio = 1;
    };
  
    class SL : TL {};
    class SGT : SL {};
    class PL : SGT {};
  
    class ARA : BASE {
      magazines[] += {AR_MAG_ASST};
    };
    class AR : ARA {
      weapons[] = {AR_RIFLE};
      weaponChoices[] = {
        {{AR_RIFLE},{AR_MAG}}
      };
      attachments[] = {};
    };
  
    class GR : BASE {
      weaponChoices[] = {
        {
          {RIFLE_GL},
          {
            RIFLE_GL_MAG,
            UGL_MAGS(UGL_FRAG,15),
            UGL_MAGS(UGL_SMOKEWHITE,6),
            UGL_MAGS(UGL_FLAREWHITE,2)
          }
        }
      };
    };
  
    class GRIR : BASE {
      weaponChoices[] = {
        {
          {RIFLE_GL},
          {
            RIFLE_GL_MAG,
            UGL_MAGS(UGL_FRAG,10),
            UGL_MAGS(UGL_SMOKEWHITE,4),
            UGL_MAGS(UGL_FLAREWHITE,2),
            UGL_MAGS(UGL_FLAREWHITE,2),
            UGL_MAGS(BASE_UGL_HUNTIR,4)
          }
        }
      };
      items[] += {HUNTIR_MONITOR};
    };
  
    class MGA : BASE {
      backpackItems[] += {MMG_MAG_ASST,TRIPOD,SHOVEL};
    };
  
    class MG : BASE {
      weaponChoices[] = {
        {{MMG_RIFLE},{MMG_MAG}}
      };
    };
  
    class CE : BASE {
      magazines[] = {SMOKE_GRENADES};
      items[] += {CE_TRIGGER,CE_DEFUSE};
      backpackItems[] += {CE_DETECTOR,CE_FORTIFYTOOL,SHOVEL};
      explosiveChoices[] = {{CE_SATCHEL},{CE_MINEAP},{CE_MINEAT},{CE_DEMOCHARGE}};
      grenadeChoices[] = {{CE_FRAG_GRENADES},{CE_INCEN_GRENADES}};
    };
  
    class LAT : BASE {
      launchers[] = {AT_LAUNCHER};
    };
  
    class MATA1 : BASE {
      defaultMAT[] = {MAT1_LAUNCHER};
    };
    class MAT1 : MATA1 {};
    class MATA2 : BASE {
      defaultMAT[] = {MAT2_LAUNCHER};
    };
    class MAT2 : MATA2 {};
  
    class RIS : BASE {
      weaponChoices[] = {
        {{SPOTTER_RIFLE},{SPOTTER_MAG}}
      };
      backpackItems[] += {SPOTTER_TOOLS};
      giveSilencer = 1;
    };
  
    class DM : BASE {
      weaponChoices[] = {
        {{DM_RIFLE},{DM_MAG}}
      };
    };
  
    class SNP : BASE {
      weaponChoices[] = {
        {{SNP_RIFLE},{SNP_MAG}}
      };
      backpackItems[] += {SNIPER_TOOLS};
    };
  
    class CR : BASE {
      weaponChoices[] = {
        {{SMG_RIFLE},{SMG_MAG_CREW}},
        {{CARBINE},{CARBINE_MAG_CREW}}
      };
      giveSideKey = 1;
    };
    class CRL : CR {
      giveLRRadio = 1;
    };
    class PI : CR {
      giveLRRadio = 1;
    };
  
    class MED : BASE {
      backpackItems[] += {MEDIC_MEDICAL};
      magazines[] += {
        MEDIC_SMOKES
      };
    };
  };
  