private static void AddDefaultExportGroups() { //Player info IncludedExportGroups.Add(typeof(FortPlayerState)); IncludedExportGroups.Add(typeof(PlayerPawnC)); IncludedExportGroups.Add(typeof(FortInventory)); IncludedExportGroups.Add(typeof(FortPickup)); //Game state IncludedExportGroups.Add(typeof(GameStateC)); IncludedExportGroups.Add(typeof(SafeZoneIndicatorC)); IncludedExportGroups.Add(typeof(AircraftC)); //Supply drops / llamas IncludedExportGroups.Add(typeof(SupplyDropC)); IncludedExportGroups.Add(typeof(SupplyDropLlamaC)); IncludedExportGroups.Add(typeof(SupplyDropBalloonC)); //////Projectiles //IncludedExportGroups.Add(typeof(BPrjBulletSniperC)); //IncludedExportGroups.Add(typeof(BPrjBulletSniperHeavyC)); //IncludedExportGroups.Add(typeof(BPrjLotusMustacheC)); //IncludedExportGroups.Add(typeof(BPrjArrowExplodeOnImpactC)); //IncludedExportGroups.Add(typeof(BPrjBulletSniperAutoChildC)); //All weapons /*foreach(KeyValuePair<Type, NetFieldGroupInfo> type in _netFieldGroupInfo.Where(x => x.Value.Properties.Any(y => y.Key == "WeaponData"))) * { * IncludedExportGroups.Add(type.Key); * }*/ }
public static bool WillReadType(string group) { if (_netFieldGroups.ContainsKey(group)) { Type type = _netFieldGroups[group]; if (IncludedExportGroups.Contains(type)) { return(true); } return(false); } return(false); }