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Lines changed: 133 additions & 133 deletions
Original file line numberDiff line numberDiff line change
@@ -1,133 +1,133 @@
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using System.Collections.Generic;
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using System.ComponentModel;
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using VRageMath;
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using static Scripts.Structure;
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using static Scripts.Structure.WeaponDefinition.AmmoDef;
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using static Scripts.Structure.WeaponDefinition.AnimationDef.RelMove;
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using static Scripts.Structure.WeaponDefinition.AnimationDef.PartAnimationSetDef;
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using static Scripts.Structure.WeaponDefinition.AnimationDef;
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using static Scripts.Structure.WeaponDefinition.AnimationDef.PartAnimationSetDef.EventTriggers;
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using static Scripts.Structure.ArmorDefinition.ArmorType;
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namespace Scripts
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{
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partial class Parts
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{
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internal ContainerDefinition Container = new ContainerDefinition();
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internal void PartDefinitions(params WeaponDefinition[] defs)
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{
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Container.WeaponDefs = defs;
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}
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internal void ArmorDefinitions(params ArmorDefinition[] defs)
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{
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Container.ArmorDefs = defs;
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}
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internal void SupportDefinitions(params SupportDefinition[] defs)
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{
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Container.SupportDefs = defs;
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}
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internal void UpgradeDefinitions(params UpgradeDefinition[] defs)
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{
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Container.UpgradeDefs = defs;
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}
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internal static void GetBaseDefinitions(out ContainerDefinition baseDefs)
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{
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baseDefs = new Parts().Container;
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}
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internal static void SetModPath(ContainerDefinition baseDefs, string modContext)
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{
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if (baseDefs.WeaponDefs != null)
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for (int i = 0; i < baseDefs.WeaponDefs.Length; i++)
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baseDefs.WeaponDefs[i].ModPath = modContext;
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if (baseDefs.SupportDefs != null)
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for (int i = 0; i < baseDefs.SupportDefs.Length; i++)
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baseDefs.SupportDefs[i].ModPath = modContext;
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if (baseDefs.UpgradeDefs != null)
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for (int i = 0; i < baseDefs.UpgradeDefs.Length; i++)
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baseDefs.UpgradeDefs[i].ModPath = modContext;
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}
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internal Randomize Random(float start, float end)
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{
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return new Randomize { Start = start, End = end };
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}
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internal Vector4 Color(float red, float green, float blue, float alpha)
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{
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return new Vector4(red, green, blue, alpha);
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}
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internal Vector3D Vector(double x, double y, double z)
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{
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return new Vector3D(x, y, z);
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}
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internal XYZ Transformation(double X, double Y, double Z)
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{
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return new XYZ { x = X, y = Y, z = Z };
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}
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internal Dictionary<EventTriggers, uint> Delays(uint FiringDelay = 0, uint ReloadingDelay = 0, uint OverheatedDelay = 0, uint TrackingDelay = 0, uint LockedDelay = 0, uint OnDelay = 0, uint OffDelay = 0, uint BurstReloadDelay = 0, uint OutOfAmmoDelay = 0, uint PreFireDelay = 0, uint StopFiringDelay = 0, uint StopTrackingDelay = 0, uint InitDelay = 0, uint HomingDelay = 0, uint TargetAlignedDelay = 0, uint WhileOnDelay = 0, uint TargetRanged100Delay = 0, uint TargetRanged75Delay = 0, uint TargetRanged50Delay = 0, uint TargetRanged25Delay = 0)
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{
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return new Dictionary<EventTriggers, uint>
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{
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[Firing] = FiringDelay,
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[Reloading] = ReloadingDelay,
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[Overheated] = OverheatedDelay,
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[Tracking] = TrackingDelay,
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[TurnOn] = OnDelay,
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[TurnOff] = OffDelay,
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[BurstReload] = BurstReloadDelay,
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[NoMagsToLoad] = OutOfAmmoDelay,
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[PreFire] = PreFireDelay,
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[EmptyOnGameLoad] = 0,
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[StopFiring] = StopFiringDelay,
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[StopTracking] = StopTrackingDelay,
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[LockDelay] = LockedDelay,
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[Init] = InitDelay,
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[Homing] = HomingDelay,
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[TargetAligned] = TargetAlignedDelay,
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[WhileOn] = WhileOnDelay,
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[TargetRanged100] = TargetRanged100Delay,
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[TargetRanged75] = TargetRanged75Delay,
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[TargetRanged50] = TargetRanged50Delay,
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[TargetRanged25] = TargetRanged25Delay,
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};
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}
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internal PartEmissive Emissive(string EmissiveName, bool CycleEmissiveParts, bool LeavePreviousOn, Vector4[] Colors, float IntensityFrom, float IntensityTo, string[] EmissivePartNames)
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{
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return new PartEmissive
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{
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EmissiveName = EmissiveName,
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Colors = Colors,
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CycleEmissivesParts = CycleEmissiveParts,
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LeavePreviousOn = LeavePreviousOn,
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EmissivePartNames = EmissivePartNames,
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IntensityRange = new[]{ IntensityFrom, IntensityTo }
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};
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}
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internal EventTriggers[] Events(params EventTriggers[] events)
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{
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return events;
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}
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internal string[] Names(params string[] names)
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{
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return names;
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}
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internal string[] AmmoRounds(params string[] names)
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{
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return names;
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}
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}
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}
1+
using System.Collections.Generic;
2+
using System.ComponentModel;
3+
using VRageMath;
4+
using static Scripts.Structure;
5+
using static Scripts.Structure.WeaponDefinition.AmmoDef;
6+
using static Scripts.Structure.WeaponDefinition.AnimationDef.RelMove;
7+
using static Scripts.Structure.WeaponDefinition.AnimationDef.PartAnimationSetDef;
8+
using static Scripts.Structure.WeaponDefinition.AnimationDef;
9+
using static Scripts.Structure.WeaponDefinition.AnimationDef.PartAnimationSetDef.EventTriggers;
10+
using static Scripts.Structure.ArmorDefinition.ArmorType;
11+
12+
namespace Scripts
13+
{
14+
partial class Parts
15+
{
16+
internal ContainerDefinition Container = new ContainerDefinition();
17+
internal void PartDefinitions(params WeaponDefinition[] defs)
18+
{
19+
Container.WeaponDefs = defs;
20+
}
21+
22+
internal void ArmorDefinitions(params ArmorDefinition[] defs)
23+
{
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Container.ArmorDefs = defs;
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}
26+
27+
internal void SupportDefinitions(params SupportDefinition[] defs)
28+
{
29+
Container.SupportDefs = defs;
30+
}
31+
32+
internal void UpgradeDefinitions(params UpgradeDefinition[] defs)
33+
{
34+
Container.UpgradeDefs = defs;
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}
36+
37+
internal static void GetBaseDefinitions(out ContainerDefinition baseDefs)
38+
{
39+
baseDefs = new Parts().Container;
40+
}
41+
42+
internal static void SetModPath(ContainerDefinition baseDefs, string modContext)
43+
{
44+
if (baseDefs.WeaponDefs != null)
45+
for (int i = 0; i < baseDefs.WeaponDefs.Length; i++)
46+
baseDefs.WeaponDefs[i].ModPath = modContext;
47+
48+
if (baseDefs.SupportDefs != null)
49+
for (int i = 0; i < baseDefs.SupportDefs.Length; i++)
50+
baseDefs.SupportDefs[i].ModPath = modContext;
51+
52+
if (baseDefs.UpgradeDefs != null)
53+
for (int i = 0; i < baseDefs.UpgradeDefs.Length; i++)
54+
baseDefs.UpgradeDefs[i].ModPath = modContext;
55+
}
56+
57+
internal Randomize Random(float start, float end)
58+
{
59+
return new Randomize { Start = start, End = end };
60+
}
61+
62+
internal Vector4 Color(float red, float green, float blue, float alpha)
63+
{
64+
return new Vector4(red, green, blue, alpha);
65+
}
66+
67+
internal Vector3D Vector(double x, double y, double z)
68+
{
69+
return new Vector3D(x, y, z);
70+
}
71+
72+
internal XYZ Transformation(double X, double Y, double Z)
73+
{
74+
return new XYZ { x = X, y = Y, z = Z };
75+
}
76+
77+
internal Dictionary<EventTriggers, uint> Delays(uint FiringDelay = 0, uint ReloadingDelay = 0, uint OverheatedDelay = 0, uint TrackingDelay = 0, uint LockedDelay = 0, uint OnDelay = 0, uint OffDelay = 0, uint BurstReloadDelay = 0, uint OutOfAmmoDelay = 0, uint PreFireDelay = 0, uint StopFiringDelay = 0, uint StopTrackingDelay = 0, uint InitDelay = 0, uint HomingDelay = 0, uint TargetAlignedDelay = 0, uint WhileOnDelay = 0, uint TargetRanged100Delay = 0, uint TargetRanged75Delay = 0, uint TargetRanged50Delay = 0, uint TargetRanged25Delay = 0)
78+
{
79+
return new Dictionary<EventTriggers, uint>
80+
{
81+
[Firing] = FiringDelay,
82+
[Reloading] = ReloadingDelay,
83+
[Overheated] = OverheatedDelay,
84+
[Tracking] = TrackingDelay,
85+
[TurnOn] = OnDelay,
86+
[TurnOff] = OffDelay,
87+
[BurstReload] = BurstReloadDelay,
88+
[NoMagsToLoad] = OutOfAmmoDelay,
89+
[PreFire] = PreFireDelay,
90+
[EmptyOnGameLoad] = 0,
91+
[StopFiring] = StopFiringDelay,
92+
[StopTracking] = StopTrackingDelay,
93+
[LockDelay] = LockedDelay,
94+
[Init] = InitDelay,
95+
[Homing] = HomingDelay,
96+
[TargetAligned] = TargetAlignedDelay,
97+
[WhileOn] = WhileOnDelay,
98+
[TargetRanged100] = TargetRanged100Delay,
99+
[TargetRanged75] = TargetRanged75Delay,
100+
[TargetRanged50] = TargetRanged50Delay,
101+
[TargetRanged25] = TargetRanged25Delay,
102+
};
103+
}
104+
105+
internal PartEmissive Emissive(string EmissiveName, bool CycleEmissiveParts, bool LeavePreviousOn, Vector4[] Colors, float IntensityFrom, float IntensityTo, string[] EmissivePartNames)
106+
{
107+
return new PartEmissive
108+
{
109+
EmissiveName = EmissiveName,
110+
Colors = Colors,
111+
CycleEmissivesParts = CycleEmissiveParts,
112+
LeavePreviousOn = LeavePreviousOn,
113+
EmissivePartNames = EmissivePartNames,
114+
IntensityRange = new[]{ IntensityFrom, IntensityTo }
115+
};
116+
}
117+
118+
internal EventTriggers[] Events(params EventTriggers[] events)
119+
{
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return events;
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}
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123+
internal string[] Names(params string[] names)
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{
125+
return names;
126+
}
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128+
internal string[] AmmoRounds(params string[] names)
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{
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return names;
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}
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}
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}

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