update: 添加玩家复活套装
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Mod/RespawnEqument/README.md
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Mod/RespawnEqument/README.md
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基于init.c的玩家复活装备模组
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#### 模组说明:
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本模组算是一个示例代码, 旨在告诉开发者如何正确的使用init.c加载自己的代码.
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在init.c中.通常都是将大堆的代码直接带入到文件中, 导致init.c中的代码臃肿不堪,难以维护,对于此种情况,请参考本代码示例, 正确的处理在init.c中的代码逻辑
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擅于使用 #include 标签来引入外部的.c文件, 将一些方法封装成一个类,进行调用, 而不是所有的代码都插入到init.c中. 参阅Scripts文件夹中的代码, 已经init.c的第一行.
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#### 代码的功能:
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代码编写了一个服主常用的功能, 给指定ID的玩家创建一套复活时穿戴的装备, 支持枪械配件的组装.
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可行的尝试:
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对于懂代码的服主,可以尝试自行修改代码,实现一些额外的功能.
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- 玩家进入游戏时的状态处理
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- 玩家退出游戏时的物品处理
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- 利用invoke进行实时的监控玩家.
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- 监控客户端的RPC通讯
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109
Mod/RespawnEqument/Scripts/CustomRevivalSuit/config.c
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Mod/RespawnEqument/Scripts/CustomRevivalSuit/config.c
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/**
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* @file config.c
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* @author 稻草人
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* @version 1.0
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* @date 2025-00-01
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* @copyright Copyright (c) 2025
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*
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* @brief This file contains the configuration for the custom revival suit feature.
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*/
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static ref CustomRevivalSuitCfg g_CustomRevivalSuitCfg;
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static ref CustomRevivalSuitCfg GetCustomRevivalSuitCfg()
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{
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if ( !g_CustomRevivalSuitCfg )
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{
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g_CustomRevivalSuitCfg = new ref CustomRevivalSuitCfg();
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g_CustomRevivalSuitCfg.loadConfig();
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}
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return g_CustomRevivalSuitCfg;
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}
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class CustomRevivalSuitCfg
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{
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protected static string profileDir = "$profile:DcrServerModCfg\\CustomRevivalSuitCfg";
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protected static string profileName = "\\CustomRevivalSuitCfg.json";
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protected static string profilePath = profileDir + profileName;
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ref array< ref PlayerRevivalEquipmentData > PlayerRevivalEquipmentDataList;
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void loadConfig()
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{
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if ( !FileExist( profilePath ) )
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makeConfig();
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JsonFileLoader< ref CustomRevivalSuitCfg >.JsonLoadFile( profilePath, this );
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}
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void makeConfig()
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{
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PlayerRevivalEquipmentDataList = new ref array< ref PlayerRevivalEquipmentData >();
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ref PlayerRevivalEquipmentData playerData = new ref PlayerRevivalEquipmentData( "76561198422667486" );
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PlayerRevivalEquipmentDataList.Insert( playerData );
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MakeDirectory( "$profile:DcrServerModCfg/" );
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MakeDirectory( profileDir + "/" );
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SaveConfig();
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}
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void SaveConfig()
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JsonFileLoader< ref CustomRevivalSuitCfg >.JsonSaveFile( profilePath, this );
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ref PlayerRevivalEquipmentData GetPlayerRevivalEquipmentData( string steamid )
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{
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foreach ( ref PlayerRevivalEquipmentData playerData : PlayerRevivalEquipmentDataList )
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if ( playerData.SteamId == steamid )
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return playerData;
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return NULL;
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}
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void RemovePlayerRevivalEquipmentData( string steamid )
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{
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foreach ( ref PlayerRevivalEquipmentData playerData : PlayerRevivalEquipmentDataList )
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{
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if ( playerData.SteamId == steamid )
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{
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PlayerRevivalEquipmentDataList.RemoveItem( playerData );
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SaveConfig()
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}
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}
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}
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}
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class PlayerRevivalEquipmentData
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{
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string SteamId;
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ref TStringArray Equipments;
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ref TStringArray ItemList;
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ref WeaponCfg WeaponData;
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void PlayerRevivalEquipmentData( string steamid )
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{
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SteamId = steamid;
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Equipments = { "WoolGloves_White", "BaseballCap_Black",
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"Jeans_Blue", "Wellies_Black", "TShirt_Black"
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};
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ItemList = { "Apple" };
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WeaponData = new ref WeaponCfg();
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}
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}
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class WeaponCfg
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{
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string WeaponName;
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string Desc;
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ref TStringArray WeaponComponents;
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void WeaponCfg()
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{
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WeaponName = "FAL";
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Desc = "武器配件中,一级配件(比如枪托,弹夹)放在前排,二级配件(比如电池)其次 以此类推"
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WeaponComponents = {
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"Fal_FoldingBttstck",
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"Mag_FAL_20Rnd"
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};
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}
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}
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166
Mod/RespawnEqument/init.c
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Mod/RespawnEqument/init.c
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#include "$mission:Scripts/CustomRevivalSuit/config.c"
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void main()
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{
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//INIT ECONOMY--------------------------------------
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Hive ce = CreateHive();
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if ( ce )
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ce.InitOffline();
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//DATE RESET AFTER ECONOMY INIT-------------------------
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int year, month, day, hour, minute;
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int reset_month = 9, reset_day = 20;
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GetGame().GetWorld().GetDate(year, month, day, hour, minute);
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if ((month == reset_month) && (day < reset_day))
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{
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GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
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}
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else
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{
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if ((month == reset_month + 1) && (day > reset_day))
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{
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GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
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}
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else
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{
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if ((month < reset_month) || (month > reset_month + 1))
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{
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GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
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}
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}
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}
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}
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class CustomMission: MissionServer
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{
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override void OnInit()
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{
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super.OnInit();
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GetCustomRevivalSuitCfg();
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if ( g_CustomRevivalSuitCfg )
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Print( "[复活套装]: 已加载" );
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}
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override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
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{
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Entity playerEnt;
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playerEnt = GetGame().CreatePlayer( identity, characterName, pos, 0, "NONE" );
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Class.CastTo( m_player, playerEnt );
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GetGame().SelectPlayer( identity, m_player );
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return m_player;
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}
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override void StartingEquipSetup( PlayerBase player, bool clothesChosen )
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{
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GetCustomRevivalSuitCfg();
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if ( !player || !player.GetIdentity() ) return;
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string steamid = player.GetIdentity().GetPlainId();
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ref PlayerRevivalEquipmentData rev = g_CustomRevivalSuitCfg.GetPlayerRevivalEquipmentData( steamid );
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if ( rev )
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ProcessVIPEquipment( player, rev );
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DefaultPlayerEquipment( player, clothesChosen );
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}
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void ProcessVIPEquipment( PlayerBase player, ref PlayerRevivalEquipmentData equ_data )
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{
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if ( !equ_data ) return;
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player.RemoveAllItems();
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ItemBase equipment;
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foreach ( string equ : equ_data.Equipments )
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player.GetInventory().CreateInInventory( equ );
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foreach ( string item : equ_data.ItemList )
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player.GetInventory().CreateInInventory( item );
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if ( !equ_data.WeaponData || equ_data.WeaponData.WeaponName == "" ) return;
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Weapon_Base weapon = Weapon_Base.Cast( player.GetInventory().CreateInInventory( equ_data.WeaponData.WeaponName ) );
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if ( !weapon ) return
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foreach ( string attachment : equ_data.WeaponData.WeaponComponents )
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{
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if ( String( attachment ).ToType().IsInherited( Magazine ) )
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{
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Magazine wpn_mag = weapon.SpawnAttachedMagazine( attachment );
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if ( wpn_mag )
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wpn_mag.SetSynchDirty();
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continue;
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}
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if ( weapon.GetInventory() )
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ItemBase.Cast( weapon.GetInventory().CreateInInventory( attachment ) );
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}
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}
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void SetRandomHealth(EntityAI itemEnt)
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{
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if (itemEnt)
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{
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float rndHlt = Math.RandomFloat( 0.50, 0.85 );
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itemEnt.SetHealth01( "", "", rndHlt );
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}
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}
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void DefaultPlayerEquipment( PlayerBase player, bool clothesChosen )
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{
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EntityAI itemClothing;
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EntityAI itemEnt;
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ItemBase itemBs;
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float rand;
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itemClothing = player.FindAttachmentBySlotName( "Body" );
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if ( itemClothing )
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{
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SetRandomHealth( itemClothing );
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itemEnt = itemClothing.GetInventory().CreateInInventory( "BandageDressing" );
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if ( Class.CastTo( itemBs, itemEnt ) )
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itemBs.SetQuantity( 2 );
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string chemlightArray[] = { "Chemlight_White", "Chemlight_Yellow", "Chemlight_Green", "Chemlight_Red" };
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int rndIndex = Math.RandomInt( 0, 4 );
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itemEnt = itemClothing.GetInventory().CreateInInventory( chemlightArray[rndIndex] );
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SetRandomHealth( itemEnt );
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ItemBase itemTop;
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rand = Math.RandomFloatInclusive( 0.0, 1.0 );
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if ( rand < 0.35 )
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{
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itemEnt = player.GetInventory().CreateInInventory( "Rag" );
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itemTop = ItemBase.Cast( itemEnt );
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itemTop.RemoveAllAgentsExcept(eAgents.BRAIN | eAgents.SALMONELLA | eAgents.CHOLERA);
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itemTop.SetCleanness(1);
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}
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else if ( rand > 0.65 )
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{
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itemEnt = player.GetInventory().CreateInInventory( "Rag" );
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itemTop = ItemBase.Cast( itemEnt );
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itemTop.RemoveAllAgentsExcept(eAgents.BRAIN | eAgents.SALMONELLA | eAgents.CHOLERA);
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itemTop.SetCleanness(1);
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}
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else
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itemEnt = player.GetInventory().CreateInInventory( "Rag" );
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// SetRandomHealth( itemEnt );
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}
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itemClothing = player.FindAttachmentBySlotName( "Legs" );
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if ( itemClothing )
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SetRandomHealth( itemClothing );
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itemClothing = player.FindAttachmentBySlotName( "Feet" );
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}
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};
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Mission CreateCustomMission(string path)
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{
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return new CustomMission();
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}
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