mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-04-19 10:46:40 +03:00
RC4
This commit is contained in:
@@ -1,15 +1,131 @@
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//The Class "CfgSkeletons" defines all moving objects.
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class CfgSkeletons {
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class Head
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{
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isDiscrete = 0;
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skeletonInherit = "";
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skeletonBones[] =
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{
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"neck","",
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"neck1","neck",
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"head","neck1",
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"lBrow","head",
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"mBrow","head",
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"rBrow","head",
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"lMouth","head",
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"mMouth","head",
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"rMouth","head",
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"eyelids","head",
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"LLip","head"
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};
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};
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class OFP2_ManSkeleton
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{
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isDiscrete = 0;
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skeletonInherit = "Head";
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skeletonBones[] =
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{
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"weapon","",
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"launcher","",
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"Camera","",
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"Spine","",
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"Spine1","",
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"Spine2","",
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"Spine3","",
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"Pelvis","",
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//Left upper side
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"LeftShoulder","",
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"LeftArm","",
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"LeftArmRoll","",
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"LeftForeArm","",
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"LeftForeArmRoll","",
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"LeftHand","",
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"LeftHandRing","",
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"LeftHandRing1","",
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"LeftHandRing2","",
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"LeftHandRing3","",
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"LeftHandPinky1","",
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"LeftHandPinky2","",
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"LeftHandPinky3","",
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"LeftHandMiddle1","",
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"LeftHandMiddle2","",
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"LeftHandMiddle3","",
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"LeftHandIndex1","",
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"LeftHandIndex2","",
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"LeftHandIndex3","",
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"LeftHandThumb1","",
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"LeftHandThumb2","",
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"LeftHandThumb3","",
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//Right upper side
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"RightShoulder","",
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"RightArm","",
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"RightArmRoll","",
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"RightForeArm","",
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"RightForeArmRoll","",
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"RightHand","",
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"RightHandRing","",
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"RightHandRing1","",
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"RightHandRing2","",
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"RightHandRing3","",
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"RightHandPinky1","",
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"RightHandPinky2","",
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"RightHandPinky3","",
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"RightHandMiddle1","",
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"RightHandMiddle2","",
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"RightHandMiddle3","",
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"RightHandIndex1","",
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"RightHandIndex2","",
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"RightHandIndex3","",
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"RightHandThumb1","",
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"RightHandThumb2","",
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"RightHandThumb3","",
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//Left lower side
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"LeftUpLeg","",
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"LeftUpLegRoll","",
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"LeftLeg","",
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"LeftLegRoll","",
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"LeftFoot","",
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"LeftToeBase","",
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//Right lower side
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"RightUpLeg","",
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"RightUpLegRoll","",
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"RightLeg","",
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"RightLegRoll","",
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"RightFoot","",
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"RightToeBase",""
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};
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};
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//Always create class "default" first.
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//Your actual config-entry should be a derivate of this.
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class Default {
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class Default;
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class Default_Mod : Default {
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isDiscrete = 1;
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skeletonInherit = "";
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skeletonBones[] = {};
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};
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class Chain_Saw: Default
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{
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skeletonInherit = "Default";
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skeletonBones[] =
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{
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"stozar","",
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"vlajka",""
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};
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};
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//the derivate of your skeleton from claa "Default".
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class wood_door_skeleton : Default {
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class wood_door_skeleton : Default_Mod {
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isDiscrete=1;
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skeletonInherit="";
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@@ -24,7 +140,7 @@ class CfgSkeletons {
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// The last entry gets no comma
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};
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class locked_wood_door_skeleton : Default {
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class locked_wood_door_skeleton : Default_Mod {
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isDiscrete=1;
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skeletonInherit="";
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@@ -40,7 +156,7 @@ class CfgSkeletons {
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};
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//the derivate of your skeleton from claa "Default".
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class garage_door_skeleton : Default {
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class garage_door_skeleton : Default_Mod {
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isDiscrete=1;
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skeletonInherit="";
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@@ -56,7 +172,7 @@ class CfgSkeletons {
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};
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// locked garage door
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class locked_garage_door_skeleton : Default {
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class locked_garage_door_skeleton : Default_Mod {
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isDiscrete=1;
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skeletonInherit="";
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@@ -71,7 +187,7 @@ class CfgSkeletons {
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// The last entry gets no comma
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};
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class locked_steel_garage_skeleton : Default {
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class locked_steel_garage_skeleton : Default_Mod {
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isDiscrete=1;
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skeletonInherit="";
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@@ -86,7 +202,7 @@ class CfgSkeletons {
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// The last entry gets no comma
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};
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class steel_garage_skeleton : Default {
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class steel_garage_skeleton : Default_Mod {
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isDiscrete=1;
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skeletonInherit="";
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@@ -100,7 +216,7 @@ class CfgSkeletons {
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};
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// The last entry gets no comma
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};
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class steel_door_skeleton : Default {
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class steel_door_skeleton : Default_Mod {
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isDiscrete=1;
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skeletonInherit="";
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@@ -115,7 +231,7 @@ class CfgSkeletons {
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// The last entry gets no comma
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};
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class locked_steel_door_skeleton : Default {
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class locked_steel_door_skeleton : Default_Mod {
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isDiscrete=1;
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skeletonInherit="";
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@@ -140,13 +256,31 @@ class CfgModels {
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class rotation;
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class translation;
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// And again: class default
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class Default {
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sectionsInherit="";
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sections[]={};
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skeleton="";
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class Animations {};
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class Default;
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class chainsaw : Default {
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sections[] = {"latka"};
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};
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class Head: Default {
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sections[] =
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{
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"osobnost",
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"brejle"
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};
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skeletonName = "Head";
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};
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class ArmaMan : Default
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{
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sections[] =
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{
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"osobnost","Head_Injury","Body_Injury","l_leg_inju ry","l_arm_injury","r_arm_injury","r_leg_injury" ,
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"clan"
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};
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skeletonName = "OFP2_ManSkeleton";
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};
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// Your own "class default"
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class wood_door {
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BIN
SQF/dayz_epoch/textures/Saw_co.paa
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BIN
SQF/dayz_epoch/textures/Saw_co.paa
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Binary file not shown.
BIN
SQF/dayz_epoch/textures/Saw_smdi.paa
Normal file
BIN
SQF/dayz_epoch/textures/Saw_smdi.paa
Normal file
Binary file not shown.
92
SQF/dayz_epoch/textures/chainsaw.rvmat
Normal file
92
SQF/dayz_epoch/textures/chainsaw.rvmat
Normal file
@@ -0,0 +1,92 @@
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ambient[]={0.49019608,0.49019608,0.49019608,1};
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diffuse[]={0.49019608,0.49019608,0.49019608,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0.65490198,0.65490198,0.65490198,1};
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specularPower=200;
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PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture="z\addons\dayz_epoch\textures\saw_nohq.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage3
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{
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texture="#(argb,8,8,3)color(0,0,0,0,MC)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage4
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{
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texture="#(argb,8,8,3)color(1,1,1,1,AS)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage5
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{
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texture="z\addons\dayz_epoch\textures\Saw_smdi.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage6
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{
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texture="#(ai,32,128,1)fresnel(1.3,7.0)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage7
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{
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texture="ca\data\env_land_co.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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92
SQF/dayz_epoch/textures/cs_parts.rvmat
Normal file
92
SQF/dayz_epoch/textures/cs_parts.rvmat
Normal file
@@ -0,0 +1,92 @@
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ambient[]={0.47843137,0.47843137,0.47843137,1};
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diffuse[]={0.47843137,0.47843137,0.47843137,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0.70588237,0.70588237,0.70588237,0.16};
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specularPower=200;
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PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture="z\addons\dayz_epoch\textures\cs_parts_nohq.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage3
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{
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texture="#(argb,8,8,3)color(0,0,0,0,MC)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage4
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{
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texture="#(argb,8,8,3)color(1,1,1,1,AS)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage5
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{
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texture="z\addons\dayz_epoch\textures\cs_parts_smdi.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage6
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{
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texture="#(ai,32,128,1)fresnel(1.3,7.3)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage7
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{
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texture="ca\data\env_land_co.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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BIN
SQF/dayz_epoch/textures/cs_parts_co.paa
Normal file
BIN
SQF/dayz_epoch/textures/cs_parts_co.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_epoch/textures/cs_parts_nohq.paa
Normal file
BIN
SQF/dayz_epoch/textures/cs_parts_nohq.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_epoch/textures/cs_parts_smdi.paa
Normal file
BIN
SQF/dayz_epoch/textures/cs_parts_smdi.paa
Normal file
Binary file not shown.
BIN
SQF/dayz_epoch/textures/saw_nohq.paa
Normal file
BIN
SQF/dayz_epoch/textures/saw_nohq.paa
Normal file
Binary file not shown.
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