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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
RC4
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@@ -1,3 +1,70 @@
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class Mode_SemiAuto
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{
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multiplier = 1;
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burst = 1;
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dispersion = 0.0002;
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sound[] = {"",10,1};
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soundBegin[] = {"sound",1};
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soundEnd[] = {};
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soundLoop[] = {};
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soundContinuous = 0;
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soundBurst = 1;
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reloadTime = 0.1;
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ffCount = 1;
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ffMagnitude = 0.5;
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ffFrequency = 11;
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flash = "gunfire";
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flashSize = 0.1;
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recoil = "Empty";
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recoilProne = "Empty";
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autoFire = 0;
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aiRateOfFire = 0.5;
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aiRateOfFireDistance = 500;
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useAction = 0;
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useActionTitle = "";
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showToPlayer = 1;
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minRange = 30;
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minRangeProbab = 0.25;
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midRange = 300;
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midRangeProbab = 0.58;
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maxRange = 600;
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maxRangeProbab = 0.04;
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artilleryDispersion = 1;
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artilleryCharge = 1;
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displayName = "Semi";
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};
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class Mode_Burst: Mode_SemiAuto
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{
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sound[] = {"",10,1};
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soundLoop[] = {"sound",1};
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soundEnd[] = {"sound",1};
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soundBurst = 1;
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burst = 3;
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dispersion = 0.0005;
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minRange = 10;
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minRangeProbab = 0.3;
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midRange = 60;
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midRangeProbab = 0.58;
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maxRange = 150;
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maxRangeProbab = 0.04;
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displayName = "Burst";
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};
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class Mode_FullAuto: Mode_SemiAuto
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{
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dispersion = 0.0005;
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sound[] = {"",10,1};
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soundEnd[] = {"sound",1};
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soundContinuous = 0;
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reloadTime = 0.08;
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autoFire = 1;
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minRange = 1;
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minRangeProbab = 0.2;
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midRange = 30;
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midRangeProbab = 0.58;
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maxRange = 80;
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maxRangeProbab = 0.04;
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displayName = "Full";
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};
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class CfgWeapons {
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class Pecheneg;
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@@ -12,6 +79,108 @@ class CfgWeapons {
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class ItemCore;
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class Crossbow;
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class Rifle;
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class ChainSaw: Rifle
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{
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scope = 2;
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/*
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bullet1[] = {"ca\sounds\weapons\shells\big_shell_wood_01",0.0707946,1,15};
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bullet2[] = {"ca\sounds\weapons\shells\big_shell_wood_02",0.0707946,1,15};
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bullet3[] = {"ca\sounds\weapons\shells\big_shell_wood_03",0.0707946,1,15};
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bullet4[] = {"ca\sounds\weapons\shells\big_shell_wood_04",0.0707946,1,15};
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bullet5[] = {"ca\sounds\weapons\shells\big_shell_wood_05",0.0707946,1,15};
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bullet6[] = {"ca\sounds\weapons\shells\big_shell_wood_06",0.0707946,1,15};
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bullet7[] = {"ca\sounds\weapons\shells\big_shell_wood_07",0.0707946,1,15};
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bullet8[] = {"ca\sounds\weapons\shells\big_shell_dirt_04",0.0707946,1,15};
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bullet9[] = {"ca\sounds\weapons\shells\big_shell_soft_01",0.0707946,1,15};
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bullet10[] = {"ca\sounds\weapons\shells\big_shell_soft_02",0.0707946,1,15};
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bullet11[] = {"ca\sounds\weapons\shells\big_shell_soft_03",0.0707946,1,15};
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bullet12[] = {"ca\sounds\weapons\shells\big_shell_soft_04",0.0707946,1,15};
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*/
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//soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083};
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emptySound[] = {"",10,1};
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soundBullet[] = {"emptySound",1};
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model = "\z\addons\dayz_epoch\models\chainsaw.p3d";
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picture = "\CA\weapons\data\equip\w_m240_ca.paa";
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displayName = "Chainsaw";
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cursor = "";
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cursoraim = "\ca\Weapons\Data\clear_empty";
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modes[] = {"manual"};
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handAnim[]=
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{
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"OFP2_ManSkeleton",
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"\z\addons\dayz_code\anim\saw_idle.rtm"
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};
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class manual: Mode_FullAuto
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{
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recoil = "recoil_auto_machinegun_10outof10";
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recoilProne = "recoil_auto_machinegun_prone_10outof10";
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dispersion = 0.2;
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begin1[] = {"\dayz_sfx\chainsaw\running2.ogg",1.77828,1,1000};
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soundBegin[] = {"begin1",1};
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//end1[] = {"\dayz_sfx\chainsaw\running2.ogg",1.77828,1,1000};
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//soundEnd[] = {"end1",1};
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distanceZoomMin = 50;
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distanceZoomMax = 50;
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canDrop = 0;
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UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
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optics = 1;
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modelOptics = "-";
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burst = 1;
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multiplier = 1;
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soundContinuous = 0;
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soundBurst = 0;
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useAction = 0;
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useActionTitle = "";
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// from hatchet
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minRange = 0.5;
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minRangeProbab = 0.8;
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midRange = 1;
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midRangeProbab = 1.5;
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maxRange = 2;
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maxRangeProbab = 2.5;
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showToPlayer = 1;
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//reloadTime = 0.0708762;
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reloadTime = 0.12;
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displayName = "Gas";
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};
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aiDispersionCoefY = 21;
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aiDispersionCoefX = 21;
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dexterity = 0.51;
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reloadMagazineSound[] = {"\dayz_sfx\effects\action_refuel_0.ogg",0.1,1,20};
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drySound[] = {"\dayz_sfx\chainsaw\start-attempt.ogg",0.01,1,10};
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magazines[] = {"CSGAS"};
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class Library
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{
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libTextDesc = "Horlite Chainsaw";
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};
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descriptionShort = "Horlite Chainsaw";
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};
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class MeleeWeapon : Rifle {
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canDrop = true;
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};
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