Adding modding folder with a hacked build.
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package lvlobj
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import (
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"github.com/inkyblackness/hacked/ss1/content/interpreters"
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)
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const (
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// EnergyWeaponMaxTemperature is the maximum value possible for heat.
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EnergyWeaponMaxTemperature = 100
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// EnergyWeaponMaxEnergy is the maximum value for energy.
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// The original source does not explicitly state this value, it has been determined by looking at
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// a savegame with the energy set to max. A closely related number in the source is
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// in the macro "mfd_charge_units_per_pixel", which scales to 69.
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EnergyWeaponMaxEnergy = 59
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)
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var baseGun = interpreters.New()
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var energyWeapon = baseGun.
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With("Charge", 0, 1).As(interpreters.Bitfield(
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map[uint32]string{
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0x80: "Overload",
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0x7F: "Energy",
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})).
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With("Temperature", 1, 1).As(interpreters.RangedValue(0, EnergyWeaponMaxTemperature))
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var projectileWeapon = baseGun.
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With("AmmoType", 0, 1).As(interpreters.EnumValue(map[uint32]string{0: "Standard", 1: "Special"})).
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With("AmmoCount", 1, 1).As(interpreters.RangedValue(0, 255))
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func initGuns() interpreterRetriever {
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projectileWeapons := newInterpreterLeaf(projectileWeapon)
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energyWeapons := newInterpreterLeaf(energyWeapon)
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class := newInterpreterEntry(baseGun)
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class.set(0, projectileWeapons)
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class.set(1, projectileWeapons)
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class.set(2, projectileWeapons)
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class.set(4, energyWeapons)
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class.set(5, energyWeapons)
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return class
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}
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