# Conflicts: # Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTab.xaml.cs # Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTabEntry.xaml # Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTabEntry.xaml.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Clothing/Components/GloveHeatResistanceComponent.cs # Content.Server/Light/EntitySystems/PoweredLightSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/SuitSensors/SuitSensorComponent.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/StationEvents/Events/StationEventSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Interaction/SharedInteractionSystem.cs # Resources/Prototypes/AlertLevels/alert_levels.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/engivend.yml # Resources/Prototypes/Datasets/Names/fortunes.yml # Resources/Prototypes/Datasets/ion_storm.yml # Resources/Prototypes/Entities/Clothing/Neck/mantles.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/maintenance.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Loadouts/Jobs/Science/research_director.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/secret_weights.yml # Resources/ServerInfo/Guidebook/Engineering/Singularity.xml # Resources/Textures/Clothing/Head/Helmets/security.rsi/equipped-HELMET-vox.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/equipped-HELMET.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/icon.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/inhand-right.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/meta.json # Resources/Textures/Clothing/Mask/ert.rsi/meta.json # Resources/Textures/Clothing/Mask/joy.rsi/meta.json # Resources/Textures/Clothing/Mask/squadron.rsi/meta.json # Resources/Textures/Clothing/Neck/Cloaks/cmo.rsi/equipped-NECK.png # Resources/Textures/Clothing/Neck/Cloaks/cmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/hos_alt.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/produce.png # Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/produce.png # Resources/Textures/Objects/Specific/Hydroponics/cannabis.rsi/produce.png # Resources/Textures/Objects/Tools/crowbar.rsi/meta.json # Resources/Textures/Objects/Tools/crowbar.rsi/red-icon.png # Resources/Textures/Objects/Tools/crowbar.rsi/red-storage.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/base.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/broken.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/burned.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/empty.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/glow.png # Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/meta.json # Resources/migration.yml
189 lines
6.1 KiB
C#
189 lines
6.1 KiB
C#
using Content.Shared.Antag;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Humanoid;
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using Content.Shared.Roles;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Zombies;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ZombieComponent : Component
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{
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/// <summary>
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/// The baseline infection chance you have if you are completely nude
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float MaxZombieInfectionChance = 1.00f;
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/// <summary>
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/// The minimum infection chance possible. This is simply to prevent
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/// being invincible by bundling up.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float MinZombieInfectionChance = 0.6f; // Sunrise-Edit
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[ViewVariables(VVAccess.ReadWrite)]
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public float ZombieMovementSpeedBuff = 1.05f; // Sunrise-Edit
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/// <summary>
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/// The skin color of the zombie
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/// </summary>
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[DataField("skinColor")]
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public Color SkinColor = new(0.45f, 0.51f, 0.29f);
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/// <summary>
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/// The eye color of the zombie
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/// </summary>
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[DataField("eyeColor")]
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public Color EyeColor = new(0.96f, 0.13f, 0.24f);
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/// <summary>
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/// The base layer to apply to any 'external' humanoid layers upon zombification.
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/// </summary>
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[DataField("baseLayerExternal")]
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public string BaseLayerExternal = "MobHumanoidMarkingMatchSkin";
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/// <summary>
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/// The attack arc of the zombie
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/// </summary>
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[DataField("attackArc", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string AttackAnimation = "WeaponArcBite";
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/// <summary>
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/// The role prototype of the zombie antag role
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/// </summary>
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[DataField("zombieRoleId", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
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public string ZombieRoleId = "Zombie";
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/// <summary>
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/// The CustomBaseLayers of the humanoid to restore in case of cloning
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/// </summary>
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[DataField("beforeZombifiedCustomBaseLayers")]
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public Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo> BeforeZombifiedCustomBaseLayers = new ();
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/// <summary>
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/// The skin color of the humanoid to restore in case of cloning
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/// </summary>
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[DataField("beforeZombifiedSkinColor")]
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public Color BeforeZombifiedSkinColor;
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/// <summary>
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/// The eye color of the humanoid to restore in case of cloning
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/// </summary>
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[DataField("beforeZombifiedEyeColor")]
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public Color BeforeZombifiedEyeColor;
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[DataField("emoteId", customTypeSerializer: typeof(PrototypeIdSerializer<EmoteSoundsPrototype>))]
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public string? EmoteSoundsId = "Zombie";
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public EmoteSoundsPrototype? EmoteSounds;
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[DataField("nextTick", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextTick;
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[DataField("zombieStatusIcon")]
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public ProtoId<FactionIconPrototype> StatusIcon { get; set; } = "ZombieFaction";
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/// <summary>
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/// Healing each second
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/// </summary>
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[DataField("passiveHealing")]
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public DamageSpecifier PassiveHealing = new()
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{
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DamageDict = new ()
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{
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{ "Blunt", -5 }, // Sunrise-Edit
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{ "Slash", -5 }, // Sunrise-Edit
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{ "Piercing", -5 }, // Sunrise-Edit
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{ "Heat", -0.02 },
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{ "Shock", -0.02 },
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}
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};
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/// <summary>
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/// A multiplier applied to <see cref="PassiveHealing"/> when the entity is in critical condition.
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/// </summary>
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[DataField("passiveHealingCritMultiplier")]
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public float PassiveHealingCritMultiplier = 2f; // Sunrise-Edit
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/// <summary>
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/// Healing given when a zombie bites a living being.
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/// </summary>
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[DataField("healingOnBite")]
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public DamageSpecifier HealingOnBite = new()
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{
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DamageDict = new()
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{
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{ "Blunt", -5 }, // Sunrise-Edit
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{ "Slash", -5 }, // Sunrise-Edit
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{ "Piercing", -5 }, // Sunrise-Edit
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}
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};
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/// <summary>
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/// Path to antagonist alert sound.
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/// </summary>
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[DataField("greetSoundNotification")]
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public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg");
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/// <summary>
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/// Hit sound on zombie bite.
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/// </summary>
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[DataField]
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public SoundSpecifier BiteSound = new SoundPathSpecifier("/Audio/Effects/bite.ogg");
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/// <summary>
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/// The blood reagent of the humanoid to restore in case of cloning
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/// </summary>
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[DataField("beforeZombifiedBloodReagent")]
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public string BeforeZombifiedBloodReagent = string.Empty;
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/// <summary>
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/// The blood reagent to give the zombie. In case you want zombies that bleed milk, or something.
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/// </summary>
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[DataField("newBloodReagent", customTypeSerializer: typeof(PrototypeIdSerializer<ReagentPrototype>))]
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public string NewBloodReagent = "ZombieBlood";
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// Sunrise-Start
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[DataField("actionJumpId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string ActionJumpId = "ZombieJump";
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[DataField("actionFlairId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string ActionFlairId = "ZombieFlair";
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[DataField]
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public float ParalyzeTime = 5f;
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[DataField]
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public DamageSpecifier Damage = new()
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{
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DamageDict = new Dictionary<string, FixedPoint2>
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{
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{ "Slash", 30 },
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},
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};
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/// <summary>
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/// Нельзя пролететь через толпу и всех переубивать
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/// </summary>
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[DataField]
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public TimeSpan? LastThrowHit;
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[DataField]
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public float MaxThrow = 10f;
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/// <summary>
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/// Зомби не должны чувствовать очень далеко.
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/// </summary>
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[DataField]
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public float MaxFlairDistance = 500f;
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// Sunrise-End
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}
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