Adding modding folder with a hacked build.
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@@ -0,0 +1,64 @@
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package objprop
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import (
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"github.com/inkyblackness/hacked/ss1/content/interpreters"
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"github.com/inkyblackness/hacked/ss1/content/object"
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)
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var basicWeapon = interpreters.New().
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With("Damage", 0, 2).As(interpreters.RangedValue(0, 0x7FFF)).
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With("OffenceValue", 2, 1).
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With("DamageType", 3, 1).As(damageType).
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With("SpecialDamageType", 4, 1).As(specialDamageType).
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With("ArmorPenetration", 7, 1)
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var weaponGenerics = interpreters.New().
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With("FireRate", 0, 1).
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With("AmmoType", 1, 1).As(interpreters.Bitfield(map[uint32]string{
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0x01: "AmmoType0",
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0x02: "AmmoType1",
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0x04: "AmmoType2",
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0x08: "AmmoType3",
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0xF0: "AmmoSubclass"}))
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var projectileWeapons = interpreters.New().
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Refining("BasicWeapon", 0, 8, basicWeapon, interpreters.Always).
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With("ProjectileTravelSpeed", 8, 1).
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With("Projectile", 9, 4).As(interpreters.SpecialValue("ObjectTriple")).
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With("AttackMass", 13, 1).
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With("AttackSpeed", 14, 2).As(interpreters.RangedValue(-10000, +10000))
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var meleeWeapons = interpreters.New().
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Refining("BasicWeapon", 0, 8, basicWeapon, interpreters.Always).
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With("EnergyUsage", 8, 1).
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With("AttackMass", 9, 1).
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With("Range", 10, 1).
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With("AttackSpeed", 11, 2).As(interpreters.RangedValue(-10000, +10000))
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var energyBeamWeapons = interpreters.New().
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Refining("BasicWeapon", 0, 8, basicWeapon, interpreters.Always).
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With("MaxCharge", 8, 1).
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With("AttackMass", 9, 1).
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With("Range", 10, 1).
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With("AttackSpeed", 11, 2).As(interpreters.RangedValue(-10000, +10000))
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var energyProjectileWeapons = interpreters.New().
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Refining("BasicWeapon", 0, 8, basicWeapon, interpreters.Always).
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With("MaxCharge", 8, 1).
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With("AttackMass", 9, 1).
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With("AttackSpeed", 10, 2).As(interpreters.RangedValue(-10000, +10000)).
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With("ProjectileTravelSpeed", 12, 1).
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With("Projectile", 13, 4).As(interpreters.SpecialValue("ObjectTriple")).
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With("Flags", 17, 1).As(interpreters.Bitfield(map[uint32]string{
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0x02: "Stun"}))
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func initGuns() {
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objClass := object.Class(0)
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genericDescriptions[objClass] = weaponGenerics
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setSpecific(objClass, 2, projectileWeapons)
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setSpecific(objClass, 3, meleeWeapons)
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setSpecific(objClass, 4, energyBeamWeapons)
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setSpecific(objClass, 5, energyProjectileWeapons)
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}
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