12 [Attribute(defvalue: "1", desc: "Amount of force that is required to have a chance on detaching the headgear.\nValue below 0 means that this item cannot be detached", params: "-1 inf 0.01")]
15 [Attribute(defvalue: "37", desc: "Chance (%) to detach the headgear when threashold is crossed,\n 0 means that there is no chance on that happening", params: "0 100")]
137 callback.m_vForceImpulse = impactDirection * force + vector.Up * 3; // up*3 to add a bit of upward force to make it seem like its jumping of the head