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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.
78 lines
1.6 KiB
C++
78 lines
1.6 KiB
C++
class Melee_Swing : CA_Magazine
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{
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type = 0;
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count = 100000;
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initSpeed = 100;
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};
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class Hatchet_Swing : Melee_Swing
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{
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scope = 2;
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//TODO: test which one is shown and delete the rest
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displayName = "Hatchet";
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displayNameMagazine = "Hatchet1";
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shortNameMagazine = "Hatchet2";
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ammo = "Hatchet_Swing_Ammo";
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};
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class Crowbar_Swing : Melee_Swing
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{
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scope = 2;
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displayName = "Crowbar";
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displayNameMagazine = "Crowbar";
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shortNameMagazine = "Crowbar";
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ammo = "Crowbar_Swing_Ammo";
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};
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class Machete_Swing : Melee_Swing
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{
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scope = 2;
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displayName = "Machete";
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displayNameMagazine = "Machete";
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shortNameMagazine = "Machete";
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ammo = "Machete_Swing_Ammo";
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};
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class Fishing_Swing : Melee_Swing
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{
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scope = 2;
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displayName = "Fishing";
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displayNameMagazine = "Fishing";
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shortNameMagazine = "Fishing";
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ammo = "Fishing_Swing_Ammo";
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};
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class Sledge_Swing : Melee_Swing {
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displayName = "Sledge";
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displayNameMagazine = "Sledge";
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shortNameMagazine = "Sledge";
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ammo = "Sledge_Swing_Ammo";
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};
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class Bat_Swing : Melee_Swing
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{
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scope = 2;
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displayName = "BaseBallBat";
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displayNameMagazine = "BaseBallBat";
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shortNameMagazine = "BaseBallBat";
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ammo = "Bat_Swing_Ammo";
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};
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class BatBarbed_Swing : Melee_Swing
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{
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scope = 2;
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displayName = "BaseBallBatBarbed";
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displayNameMagazine = "BaseBallBatBarbed";
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shortNameMagazine = "BaseBallBatBarbed";
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ammo = "BatBarbed_Swing_Ammo";
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};
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class BatNails_Swing : Melee_Swing
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{
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scope = 2;
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displayName = "BaseBallBatNails";
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displayNameMagazine = "BaseBallBatNails";
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shortNameMagazine = "BaseBallBatNails";
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ammo = "BatNailed_Swing_Ammo";
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}; |