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This got discussed earlier. Since epoch got merged with DayZ Mod we have a different name for the scope and type of configs. A proper config should use numbers for those entries. This is the same how arma configs are written. The basicDefines.hpp has all the needed information stored. Also, this removes the weight entries from the magazines since we have them in a separate folder, so admins can edit them.
80 lines
1.6 KiB
C++
80 lines
1.6 KiB
C++
class ItemKnife_Base : ItemCore
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{
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scope = 0;
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model = "\dayz_equip\models\knife_gear.p3d";
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picture = "\dayz_equip\textures\equip_knife_ca.paa";
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displayName = $STR_EQUIP_NAME_4;
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class ItemActions
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{
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class Use
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{
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text= $STR_EQUIP_KNIFE_ACTION;
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script="spawn player_harvestPlant;";
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};
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};
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};
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class ItemKnife : ItemKnife_Base
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{
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scope = 2;
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model = "\dayz_equip\models\knife_gear.p3d"; // Some mods override this. We leave this here just to be sure.
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picture = "\dayz_equip\textures\equip_knife_ca.paa";
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descriptionShort = $STR_EQUIP_DESC_4;
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sharpnessRemaining = "ItemKnife5";
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};
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class ItemKnife5 : ItemKnife_Base
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{
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scope = 2;
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descriptionShort = $STR_EQUIP_DESC_4_A;
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sharpnessRemaining = "ItemKnife4";
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};
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class ItemKnife4 : ItemKnife_Base
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{
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scope = 2;
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descriptionShort = $STR_EQUIP_DESC_4_B;
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sharpnessRemaining = "ItemKnife3";
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};
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class ItemKnife3 : ItemKnife_Base
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{
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scope = 2;
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descriptionShort = $STR_EQUIP_DESC_4_C;
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sharpnessRemaining = "ItemKnife2";
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};
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class ItemKnife2 : ItemKnife_Base
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{
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scope = 2;
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descriptionShort = $STR_EQUIP_DESC_4_D;
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sharpnessRemaining = "ItemKnife1";
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};
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class ItemKnife1 : ItemKnife_Base
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{
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scope = 2;
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descriptionShort = $STR_EQUIP_DESC_4_E;
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sharpnessRemaining = "ItemKnifeBlunt";
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};
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class ItemKnifeBlunt : ItemKnife_Base
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{
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scope = 2;
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descriptionShort = $STR_EQUIP_CODE_DESC_4;
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sharpnessRemaining = "ItemKnifeBlunt";
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class ItemActions
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{
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class FixKnife
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{
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text = $STR_ACTIONS_FIX_KNIFE;
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script = "; ['ItemKnifeBlunt','ItemKnife'] spawn player_sharpen;";
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};
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class Use
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{
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text= $STR_EQUIP_KNIFE_ACTION;
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script="spawn player_harvestPlant;";
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};
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};
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}; |