Or look in the entityclasses file
<!-- Stealth -->
<property name="MaxViewAngle" value="180"/>
<property name="SightRange" value="30"/> <!-- distance in m -->
<property name="SightLightThreshold" value="-2,150"/> <!-- how well lit you have to be for the zombie to see you at min,max range -->
<property name="SleeperWakeupSightDetectionMin" value="-40,5"/> <!-- Indiv.Random. sight capability - "I see you" light value at point blank -->
<property name="SleeperWakeupSightDetectionMax" value="340,480"/> <!-- Indiv.Random. "I see you" light value at "SightRange" -->
<property name="SleeperSenseSightDetectionMin" value="-10,0"/> <!-- same for groaning, not waking -->
<property name="SleeperSenseSightDetectionMax" value="200,300"/>
<property name="SleeperNoiseSenseThreshold" value="3,8"/> <!-- Indiv.Random. hearing capability - "I hear something" noise value -->
<property name="SleeperNoiseWakeThreshold" value="9,12"/>
<property name="SleeperSmellSenseThreshold" value="20,50"/> <!-- Indiv.Random. smell capability - "I smell something" player smell value -->
<property name="SoundSleeperSenseChance" value=".5"/> <!-- the chance to play "SoundSleeperSense" when "SleeperSmellSenseThreshold" is triggered -->
<property name="SleeperSmellWakeThreshold" value="40,100"/>
<property name="NoiseAlertThreshold" value="30"/> <!-- DEPRECATED; an awake zombie triggers instantly if touched by the sound range/volume -->
<property name="SmellAlertThreshold" value="40"/> <!-- for awake zombies -->
This is from zombieTemplateMale