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Remove Hatchet_DZE
The two items are 100% identical now. There is no need to have a separate class for it anymore.
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@@ -550,7 +550,6 @@ class CfgVehicles {
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#include "DZE\Prop_Defs.hpp"
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#include "DZE\Veins.hpp"
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#include "DZE\ModularBuilding.hpp"
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#include "DZE\WeaponHolder.hpp"
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class Land_A_tent; // External class reference
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#include "DZE\Grave.hpp"
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class WeaponHolder; // External class reference
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@@ -1,24 +0,0 @@
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class WeaponHolder_ItemHatchet_DZE: WeaponHolderBase {
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scope = public;
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displayName = $STR_EQUIP_NAME_HATCHET;
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model = "\dayz_equip\models\hatchet.p3d";
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class eventHandlers {
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init = "[(_this select 0),'cfgWeapons','ItemHatchet_DZE'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
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};
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};
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class WeaponHolder_ItemMachete: WeaponHolderBase {
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scope = public;
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displayName = "Machete";
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model="\z\addons\dayz_communityassets\models\machete.p3d";
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class eventHandlers {
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init = "[(_this select 0),'cfgWeapons','ItemMachete'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
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};
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};
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class WeaponHolder_MeleeCrowbar: WeaponHolderBase {
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scope = public;
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displayName = "Crowbar";
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model = "\dayz_equip\models\crowbar.p3d";
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class eventHandlers {
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init = "[(_this select 0),'cfgWeapons','ItemCrowbar'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
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};
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};
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