public InventoryItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, string worldModel) { Name = name; Weight = weight; Value = value; MaxCondition = maxCondition; MaxQuantity = maxQuantity; Hidden = hidden; Essential = essential; Stackable = false; WorldModel = worldModel; Scripts = scripts ?? new ItemScriptNode(); Flags = (flags == null || flags.Length == 0) ? new string[0] : flags; }
public AmmoItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, string worldModel, AmmoType type) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, worldModel) { Type = type; Stackable = true; }
public ComboAidItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, string worldModel, AidType aType, RestoreType rType, float amount, string script, ComboAidItemRestoreNode[] restoreNodes) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, worldModel, aType, rType, amount, script) { RestoreNodes = restoreNodes; }
public AidItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, string worldModel, AidType aType, RestoreType rType, float amount, string script) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, worldModel) { AType = aType; RType = rType; Amount = amount; }
public ArmorItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, string worldModel, Dictionary <DamageType, float> damageResistance, Dictionary <DamageType, float> damageThreshold, ShieldParams shields, EquipSlot slot) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, worldModel) { DamageResistance = new Dictionary <DamageType, float>(damageResistance); DamageThreshold = new Dictionary <DamageType, float>(damageThreshold); Shields = shields; Slot = slot; }
public DummyWeaponItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, float damage, float damagePierce, float damageSpread, float damagePierceSpread, DamageType dType, DamageEffector?dEffector, WeaponSkillType skillType, string viewModel, string worldModel, string hitPuff, float lowerTime, float raiseTime) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, damage, damagePierce, damageSpread, damagePierceSpread, dType, dEffector, skillType, viewModel, worldModel, hitPuff, lowerTime, raiseTime) { }
//it looks like JSON.net is actually using these constructors and the naming of the parameters matters, which is somewhat terrifying public RangedWeaponItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, float damage, float damagePierce, float damageSpread, float damagePierceSpread, float projectileVelocity, RangeEnvelope recoil, RangeEnvelope spread, RangeEnvelope adsRecoil, RangeEnvelope adsSpread, PulseEnvelope recoilImpulse, PulseEnvelope adsRecoilImpulse, float movementSpreadFactor, float movementRecoveryFactor, float crouchSpreadFactor, float crouchRecoveryFactor, float fireInterval, int numProjectiles, int magazineSize, float reloadTime, AmmoType aType, DamageType dType, DamageEffector?dEffector, WeaponSkillType skillType, string viewModel, string worldModel, string hitPuff, string projectile, float adsZoomFactor, float lowerTime, float raiseTime) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, damage, damagePierce, damageSpread, damagePierceSpread, dType, dEffector, skillType, viewModel, worldModel, hitPuff, lowerTime, raiseTime) { ProjectileVelocity = projectileVelocity; Recoil = recoil; Spread = spread; ADSRecoil = adsRecoil; ADSSpread = adsSpread; RecoilImpulse = recoilImpulse; ADSRecoilImpulse = adsRecoilImpulse; MovementSpreadFactor = movementSpreadFactor; MovementRecoveryFactor = movementRecoveryFactor; CrouchSpreadFactor = crouchSpreadFactor; CrouchRecoveryFactor = crouchRecoveryFactor; FireInterval = fireInterval; NumProjectiles = numProjectiles; MagazineSize = magazineSize; ReloadTime = reloadTime; ADSZoomFactor = adsZoomFactor; AType = aType; Projectile = projectile; }
public WeaponItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, float damage, float damagePierce, float damageSpread, float damagePierceSpread, DamageType dType, DamageEffector?dEffector, WeaponSkillType skillType, string viewModel, string worldModel, string hitPuff, float lowerTime, float raiseTime) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, worldModel) { Damage = damage; DamagePierce = damagePierce; DamageSpread = damageSpread; DamagePierceSpread = damagePierceSpread; DType = dType; DEffector = dEffector; ViewModel = viewModel; HitPuff = hitPuff; SkillType = skillType; LowerTime = lowerTime; RaiseTime = raiseTime; }
public MiscItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, string worldModel) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, worldModel) { }