Esempio n. 1
0
        void SkillSetup()
        {
            // get rid of the original skills first, otherwise we'll have commando's loadout and we don't want that
            foreach (GenericSkill obj in characterPrefab.GetComponentsInChildren <GenericSkill>())
            {
                BaseUnityPlugin.DestroyImmediate(obj);
            }

            PassiveSetup();
            PrimarySetup();
        }
        private void SkillSetup()
        {
            foreach (GenericSkill obj in myCharacter.GetComponentsInChildren <GenericSkill>())
            {
                BaseUnityPlugin.DestroyImmediate(obj);
            }

            PassiveSetup();
            PrimarySetup();
            SecondarySetup();
            UtilitySetup();
            SpecialSetup();
        }
Esempio n. 3
0
        void SkillSetup()
        {
            // get rid of the original skills first, otherwise we'll have commando's loadout and we don't want that
            foreach (GenericSkill obj in characterPrefab.GetComponentsInChildren <GenericSkill>())
            {
                BaseUnityPlugin.DestroyImmediate(obj);
            }

            Modules.Buffs.RegisterBuffs();
            //PassiveSetup();
            Modules.Survivors.Wisp.CreateSkills();

            Hook();
        }
Esempio n. 4
0
        public static void SkillSetup()
        {
            // get rid of the original skills first, otherwise we'll have commando's loadout and we don't want that
            foreach (GenericSkill obj in characterPrefab.GetComponentsInChildren <GenericSkill>())
            {
                BaseUnityPlugin.DestroyImmediate(obj);
            }

            ContentPacks.entityStates.Add(typeof(RocketeerFireRocket2));
            ContentPacks.entityStates.Add(typeof(RocketeerAimThrowableBase));
            ContentPacks.entityStates.Add(typeof(RocketeerAimDetpack));
            ContentPacks.entityStates.Add(typeof(RocketeerJet));
            ContentPacks.entityStates.Add(typeof(RocketeerSmallJet));
            ContentPacks.entityStates.Add(typeof(RocketeerChargeUlt));

            PassiveSetup();
            PrimarySetup();
            SecondarySetup();
            UtilitySetup();
            UltSetup();
        }