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Added description for EZF and added config.cpp file for base zombie.
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class CfgPatches
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{
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class EZF_Era_ZombieBaseMDF
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{
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units[]= {};
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weapons[]={};
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requiredVersion=0.1;
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requiredAddons[]= {"DZ_Characters","EZF_Era_ZombieBase"};
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};
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};
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class CfgVehicles
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{
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class ZombieBase;
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class Era_ZombieBase: ZombieBase
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{
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scope = 0;
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faction = "dz_Civ_US";
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rarityUrban = -1;
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simulation = "dayzinfected";
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attachments[] = {"Vest","Back","Headgear"};
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class enfanimsys
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{
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meshObject = "dz\characters\zombies\z_hermit_m.xob";
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graphname = "dz\anims\workspaces\infected\infected_main\infected.agr";
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defaultinstance = "dz\anims\workspaces\infected\infected_main\infected_main.asi";
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skeletonName = "hermit_newbindpose.xob";
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startnode = "MasterControl";
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};
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class InputController
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{
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movementSpeedMapping[] = {0.0,1.5,2.9,8.9};
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lookAtFilterTimeout = 0.5;
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lookAtFilterSpeed = 1.57;
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};
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accuracy = 0;
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threat[] = {1,0.05,0.05};
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displayName = "$STR_cfgvehicles_infected0";
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descriptionShort = "$STR_cfgvehicles_infected1";
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vehicleClass = "Zombie";
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zombieLoot = "civilian";
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storageCategory = 3;
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attackSounds = "zombie_attack";
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spottedSounds = "zombie_spotted";
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chaseSounds = "zombie_chase";
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idleSounds = "zombie_idle";
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hiddenSelections[] = {"camo"};
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languages[] = {};
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htMin = 60;
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htMax = 1800;
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afMax = 30;
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mfMax = 0;
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mFact = 1;
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tBody = 37;
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selectionPersonality = "personality";
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faceType = "MaleWhiteHeadNew";
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launcherBone = "launcher";
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handGunBone = "RightHand";
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weaponBone = "weapon";
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selectionHeadWound = "injury_head";
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selectionBodyWound = "injury_body";
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selectionLArmWound = "injury_hands";
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selectionRArmWound = "injury_hands";
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selectionLLegWound = "injury_legs";
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selectionRLegWound = "injury_legs";
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memoryPointLStep = "footstepL";
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memoryPointRStep = "footstepR";
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memoryPointAim = "aimPoint";
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memoryPointCameraTarget = "camera";
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memoryPointCommonDamage = "l_femur_hit";
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memoryPointLeaningAxis = "leaning_axis";
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memoryPointAimingAxis = "aiming_axis";
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memoryPointHeadAxis = "head_axis";
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selectionLBrow = "lBrow";
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selectionMBrow = "mBrow";
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selectionRBrow = "rBrow";
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selectionLMouth = "lMouth";
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selectionMMouth = "mMouth";
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selectionRMouth = "rMouth";
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selectionEyelid = "Eyelids";
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selectionLip = "LLip";
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class InventoryEquipment
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{
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playerSlots[] = {"Slot_Vest","Slot_Back","Slot_Headgear"};
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};
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class Cargo
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{
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itemsCargoSize[] = {3,4};
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allowOwnedCargoManipulation = 1;
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openable = 0;
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};
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class Wounds
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{
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tex[] = {};
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mat[] = {"dz\characters\zombies\data\coveralls.rvmat","dz\characters\zombies\data\coveralls_injury.rvmat","dz\characters\zombies\data\coveralls_injury.rvmat"};
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};
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aiAgentTemplate = "Infected";
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class NoiseTemplates
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{
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class StepNoise { strength = 10.0; type = "sound"; };
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};
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class DamageSystem
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{
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class GlobalHealth
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{
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class Health
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{
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hitpoints = 100;
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healthLevels[] = {{1.0,{}},{0.7,{}},{0.5,{}},{0.3,{}},{0.0,{}}};
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};
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};
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class DamageZones
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{
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class Head
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{
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class Health { hitpoints = 30; transferToGlobalCoef = 1; };
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class ArmorType
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{
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class Projectile
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{
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class Health { damage = 1.5; };
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};
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class Melee
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{
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class Health { damage = 0.7; };
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};
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class FragGrenade
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{
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class Health { damage = 3; };
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};
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};
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componentNames[] = {"Head","Neck"};
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inventorySlots[] = {"Headgear","Mask"};
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};
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class Torso
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{
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class Health
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{
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hitpoints = 100;
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transferToGlobalCoef = 1;
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};
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class ArmorType
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{
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class Melee
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{
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class Health { damage = 1.2; };
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};
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class FragGrenade
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{
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class Health { damage = 2; };
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};
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};
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componentNames[] = {"Spine1","Spine3"};
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inventorySlots[] = {"Vest","Body","Back"};
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inventorySlotsCoefs[] = {1.0,1.0,1.0};
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};
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class LeftArm: Torso
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{
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componentNames[] = {"LeftArm","LeftForeArm"};
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inventorySlots[] = {"Vest","Body","Back"};
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inventorySlotsCoefs[] = {1.0,1.0,1.0};
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};
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class RightArm: LeftArm
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{
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componentNames[] = {"RightArm","RightForeArm"};
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inventorySlots[] = {"Vest","Body","Back"};
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inventorySlotsCoefs[] = {1.0,1.0,1.0};
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};
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class LeftLeg
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{
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class Health
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{
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hitpoints = 100;
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transferToGlobalCoef = 0.33;
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};
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class ArmorType
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{
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class FragGrenade
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{
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class Health { damage = 2; };
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};
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};
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componentNames[] = {"LeftLeg","LeftUpLeg"};
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inventorySlots[] = {"Legs"};
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};
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class RightLeg: LeftLeg
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{
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componentNames[] = {"RightLeg","RightUpLeg"};
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inventorySlots[] = {"Legs"};
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};
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class LeftFoot
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{
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class Health
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{
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hitpoints = 100;
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transferToGlobalCoef = 0.1;
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};
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class ArmorType
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{
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class FragGrenade
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{
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class Health { damage = 2; };
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};
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};
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transferToZonesNames[] = {"LeftLeg"};
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transferToZonesCoefs[] = {0.1};
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componentNames[] = {"LeftFoot"};
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inventorySlots[] = {"Feet"};
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};
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class RightFoot: LeftFoot
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{
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transferToZonesNames[] = {"RightLeg"};
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transferToZonesCoefs[] = {0.1};
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componentNames[] = {"RightFoot"};
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inventorySlots[] = {"Feet"};
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};
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};
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};
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};
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};

README.md

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[Erapulsar Zombies 2 CE files](https://github.com/atonce-original/Erapulsar_Zombies_CE/tree/main/Erapulsar_Zombies_2)
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## EZF
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Global Era_ZombieBase (use in all mods)
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[Era_ZombieBase](https://github.com/atonce-original/Erapulsar_Zombies_CE/tree/main/EZF/)
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## Server side mod Expansion
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[Erapulsar_Zombies_Expansion](https://boosty.to/erapulsar/posts/ef37f0ce-ddca-4529-95c0-37d7f18807ce?share=post_link)

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