public override string ToString() { return($"{{{nameof(Offset)}={Offset.ToString("X")}, {nameof(Unknown0)}={Unknown0.ToString("X")}, {nameof(Unknown1)}={Unknown1.ToString("X")}, {nameof(Unknown2)}={Unknown2.ToString("X")}, {nameof(Unknown3)}={Unknown3.ToString("X")}, {nameof(Unknown4)}={Unknown4.ToString("X")}, {nameof(Unknown5)}={Unknown5.ToString("X")}, {nameof(Unknown6)}={Unknown6.ToString("X")}, {nameof(Unknown7)}={Unknown7.ToString("X")}}}"); }
protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; ele.TryPathTo("AnimationType", true, out subEle); subEle.Value = AnimationType.ToString(); ele.TryPathTo("AnimationMultiplier", true, out subEle); subEle.Value = AnimationMultiplier.ToString("G15"); ele.TryPathTo("Reach", true, out subEle); subEle.Value = Reach.ToString("G15"); ele.TryPathTo("Flags1", true, out subEle); subEle.Value = Flags1.ToString(); ele.TryPathTo("GripAnimation", true, out subEle); subEle.Value = GripAnimation.ToString(); ele.TryPathTo("AmmoUse", true, out subEle); subEle.Value = AmmoUse.ToString(); ele.TryPathTo("ReloadAnimation", true, out subEle); subEle.Value = ReloadAnimation.ToString(); ele.TryPathTo("MinSpread", true, out subEle); subEle.Value = MinSpread.ToString("G15"); ele.TryPathTo("Spread", true, out subEle); subEle.Value = Spread.ToString("G15"); ele.TryPathTo("Unknown", true, out subEle); subEle.Value = Unknown.ToHex(); ele.TryPathTo("SightFOV", true, out subEle); subEle.Value = SightFOV.ToString("G15"); ele.TryPathTo("Unknown2", true, out subEle); subEle.Value = Unknown2.ToString("G15"); ele.TryPathTo("Projectile", true, out subEle); Projectile.WriteXML(subEle, master); ele.TryPathTo("BaseVATSToHitChance", true, out subEle); subEle.Value = BaseVATSToHitChance.ToString(); ele.TryPathTo("AttackAnimation", true, out subEle); subEle.Value = AttackAnimation.ToString(); ele.TryPathTo("ProjectileCount", true, out subEle); subEle.Value = ProjectileCount.ToString(); ele.TryPathTo("EmbeddedWeaponActorValue", true, out subEle); subEle.Value = EmbeddedWeaponActorValue.ToString(); ele.TryPathTo("Range/Min", true, out subEle); subEle.Value = MinRange.ToString("G15"); ele.TryPathTo("Range/Max", true, out subEle); subEle.Value = MaxRange.ToString("G15"); ele.TryPathTo("LimbKillBehavior", true, out subEle); subEle.Value = LimbKillBehavior.ToString(); ele.TryPathTo("Flags2", true, out subEle); subEle.Value = Flags2.ToString(); ele.TryPathTo("AttackAnimationMultiplier", true, out subEle); subEle.Value = AttackAnimationMultiplier.ToString("G15"); ele.TryPathTo("FireRate", true, out subEle); subEle.Value = FireRate.ToString("G15"); ele.TryPathTo("ActionPointCost", true, out subEle); subEle.Value = ActionPointCost.ToString("G15"); ele.TryPathTo("Rumble/LeftMotorStrength", true, out subEle); subEle.Value = RumbleLeftMotorStrength.ToString("G15"); ele.TryPathTo("Rumble/RightMotorStrength", true, out subEle); subEle.Value = RumbleRightMotorStrength.ToString("G15"); ele.TryPathTo("Rumble/Duration", true, out subEle); subEle.Value = RumbleDuration.ToString("G15"); ele.TryPathTo("DamageToWeaponMult", true, out subEle); subEle.Value = DamageToWeaponMult.ToString("G15"); ele.TryPathTo("AttackShotsPerSecond", true, out subEle); subEle.Value = AttackShotsPerSecond.ToString("G15"); ele.TryPathTo("ReloadTime", true, out subEle); subEle.Value = ReloadTime.ToString("G15"); ele.TryPathTo("JamTime", true, out subEle); subEle.Value = JamTime.ToString("G15"); ele.TryPathTo("AimArc", true, out subEle); subEle.Value = AimArc.ToString("G15"); ele.TryPathTo("Skill", true, out subEle); subEle.Value = Skill.ToString(); ele.TryPathTo("Rumble/Pattern", true, out subEle); subEle.Value = RumblePattern.ToString(); ele.TryPathTo("Rumble/Wavelength", true, out subEle); subEle.Value = RumbleWavelength.ToString("G15"); ele.TryPathTo("LimbDamageMult", true, out subEle); subEle.Value = LimbDamageMult.ToString("G15"); ele.TryPathTo("ResistanceType", true, out subEle); subEle.Value = ResistanceType.ToString(); ele.TryPathTo("SightUsage", true, out subEle); subEle.Value = SightUsage.ToString("G15"); ele.TryPathTo("SemiAutomaticFireDelay/Min", true, out subEle); subEle.Value = SemiAutomaticFireDelayMin.ToString("G15"); ele.TryPathTo("SemiAutomaticFireDelay/Max", true, out subEle); subEle.Value = SemiAutomaticFireDelayMax.ToString("G15"); ele.TryPathTo("Unknown3", true, out subEle); subEle.Value = Unknown3.ToString("G15"); ele.TryPathTo("Mods/Mod1/Effect", true, out subEle); subEle.Value = Mod1Effect.ToString(); ele.TryPathTo("Mods/Mod2/Effect", true, out subEle); subEle.Value = Mod2Effect.ToString(); ele.TryPathTo("Mods/Mod3/Effect", true, out subEle); subEle.Value = Mod3Effect.ToString(); ele.TryPathTo("Mods/Mod1/ValueA", true, out subEle); subEle.Value = Mod1ValueA.ToString("G15"); ele.TryPathTo("Mods/Mod2/ValueA", true, out subEle); subEle.Value = Mod2ValueA.ToString("G15"); ele.TryPathTo("Mods/Mod3/ValueA", true, out subEle); subEle.Value = Mod3ValueA.ToString("G15"); ele.TryPathTo("PowerAttackAnimation", true, out subEle); subEle.Value = PowerAttackAnimation.ToString(); ele.TryPathTo("StrengthRequirement", true, out subEle); subEle.Value = StrengthRequirement.ToString(); ele.TryPathTo("Unknown4", true, out subEle); subEle.Value = Unknown4.ToString(); ele.TryPathTo("Mods/Mod1/ReloadAnimation", true, out subEle); subEle.Value = Mod1ReloadAnimation.ToString(); ele.TryPathTo("Unknown5", true, out subEle); subEle.Value = Unknown5.ToHex(); ele.TryPathTo("AmmoRegenRate", true, out subEle); subEle.Value = AmmoRegenRate.ToString("G15"); ele.TryPathTo("KillImpulse", true, out subEle); subEle.Value = KillImpulse.ToString("G15"); ele.TryPathTo("Mods/Mod1/ValueB", true, out subEle); subEle.Value = Mod1ValueB.ToString("G15"); ele.TryPathTo("Mods/Mod2/ValueB", true, out subEle); subEle.Value = Mod2ValueB.ToString("G15"); ele.TryPathTo("Mods/Mod3/ValueB", true, out subEle); subEle.Value = Mod3ValueB.ToString("G15"); ele.TryPathTo("ImpulseDistance", true, out subEle); subEle.Value = ImpulseDistance.ToString("G15"); ele.TryPathTo("SkillRequirement", true, out subEle); subEle.Value = SkillRequirement.ToString(); }
public override string ToString() { return($"{{{nameof(Offset)}={Offset.ToString("X")}, {nameof(Unknown0)}={Unknown0.ToString("X")}, {nameof(Unknown1)}={Unknown1.ToString("X")}, {nameof(Unknown2)}={Unknown2.ToString("X")}, {nameof(HorizontalBoost)}={HorizontalBoost.ToString("X")}, {nameof(HopsOffset)}={HopsOffset.ToString("X")}, {nameof(UnknownDatasOffset)}={UnknownDatasOffset.ToString("X")}, {nameof(TurnFrames)}={TurnFrames.ToString("X")}, {nameof(Hops)}={Hops}, {nameof(MultiJumpUnknown)}={MultiJumpUnknown}}}"); }
public override void UpdateData() { Data = Unknown1.ToString() + ", " + Unknown2.ToString() + ", " + Unknown3.ToString() + ", " + Unknown4.ToString() + ", " + Unknown5.ToString(); }
public void AsText(StringBuilder b, int pad) { b.Append(' ', pad); b.AppendLine("SceneSpecification:"); b.Append(' ', pad++); b.AppendLine("{"); b.Append(' ', pad); b.AppendLine("CellZ: 0x" + CellZ.ToString("X8") + " (" + CellZ + ")"); Cell.AsText(b, pad); b.Append(' ', pad); b.AppendLine("arSnoLevelAreas:"); b.Append(' ', pad); b.AppendLine("{"); for (int i = 0; i < SNOLevelAreas.Length;) { b.Append(' ', pad + 1); for (int j = 0; j < 8 && i < SNOLevelAreas.Length; j++, i++) { b.Append("0x" + SNOLevelAreas[i].ToString("X8") + ", "); } b.AppendLine(); } b.Append(' ', pad); b.AppendLine("}"); b.AppendLine(); b.Append(' ', pad); b.AppendLine("snoPrevWorld: 0x" + SNOPrevWorld.ToString("X8")); b.Append(' ', pad); b.AppendLine("Unknown1: 0x" + Unknown1.ToString("X8") + " (" + Unknown1 + ")"); b.Append(' ', pad); b.AppendLine("snoPrevLevelArea: 0x" + SNOPrevLevelArea.ToString("X8")); b.Append(' ', pad); b.AppendLine("snoNextWorld: 0x" + SNONextWorld.ToString("X8")); b.Append(' ', pad); b.AppendLine("Unknown2: 0x" + Unknown2.ToString("X8") + " (" + Unknown2 + ")"); b.Append(' ', pad); b.AppendLine("snoNextLevelArea: 0x" + SNONextLevelArea.ToString("X8")); b.Append(' ', pad); b.AppendLine("snoMusic: 0x" + SNOMusic.ToString("X8")); b.Append(' ', pad); b.AppendLine("snoCombatMusic: 0x" + SNOCombatMusic.ToString("X8")); b.Append(' ', pad); b.AppendLine("snoAmbient: 0x" + SNOAmbient.ToString("X8")); b.Append(' ', pad); b.AppendLine("snoReverb: 0x" + SNOReverb.ToString("X8")); b.Append(' ', pad); b.AppendLine("snoWeather: 0x" + SNOWeather.ToString("X8")); b.Append(' ', pad); b.AppendLine("snoPresetWorld: 0x" + SNOPresetWorld.ToString("X8")); b.Append(' ', pad); b.AppendLine("Unknown3: 0x" + Unknown3.ToString("X8") + " (" + Unknown3 + ")"); b.Append(' ', pad); b.AppendLine("Unknown4: 0x" + Unknown4.ToString("X8") + " (" + Unknown4 + ")"); b.Append(' ', pad); b.AppendLine("Unknown5: 0x" + Unknown5.ToString("X8") + " (" + Unknown5 + ")"); b.Append(' ', pad); b.AppendLine("ClusterId: 0x" + ClusterID.ToString("X8") + " (" + ClusterID + ")"); SceneCachedValues.AsText(b, pad); b.Append(' ', --pad); b.AppendLine("}"); }