예제 #1
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 public Act_PlayMusic(MissionAction act)
 {
     if (act.Entry.Count > 3) //4th entry seems to = specific music. First 3 maybe change ambient?
     {
         Music = act.Entry[3].ToString();
     }
 }
예제 #2
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 public Act_CallThorn(MissionAction act)
 {
     Thorn = act.Entry[0].ToString();
     if (act.Entry.Count > 1)
     {
         MainObject = act.Entry[1].ToString();
     }
 }
        public float Unknown; //1 in M01A

        public Act_MovePlayer(MissionAction act)
        {
            Position = new Vector3(act.Entry[0].ToSingle(), act.Entry[1].ToSingle(),
                                   act.Entry[2].ToSingle());
            if (act.Entry.Count > 3)
            {
                Unknown = act.Entry[3].ToSingle();
            }
        }
 public Act_SpawnFormation(MissionAction act)
 {
     Formation = act.Entry[0].ToString();
     if (act.Entry.Count > 1)
     {
         Position = new Vector3(act.Entry[1].ToSingle(), act.Entry[2].ToSingle(),
                                act.Entry[3].ToSingle());
     }
 }
 public Act_RelocateShip(MissionAction act)
 {
     Ship     = act.Entry[0].ToString();
     Position = new Vector3(act.Entry[1].ToSingle(), act.Entry[2].ToSingle(),
                            act.Entry[3].ToSingle());
     if (act.Entry.Count > 4)
     {
         Quaternion = new Quaternion(act.Entry[5].ToSingle(), act.Entry[6].ToSingle(), act.Entry[7].ToSingle(),
                                     act.Entry[4].ToSingle());
     }
 }
 public Act_SpawnShip(MissionAction act)
 {
     Ship = act.Entry[0].ToString();
     if (act.Entry.Count > 1)
     {
         ObjList = act.Entry[1].ToString();
     }
     if (act.Entry.Count > 2)
     {
         Position = new Vector3(act.Entry[2].ToSingle(), act.Entry[3].ToSingle(), act.Entry[4].ToSingle());
     }
     if (act.Entry.Count > 5)
     {
         Orientation = new Quaternion(act.Entry[6].ToSingle(), act.Entry[7].ToSingle(), act.Entry[8].ToSingle(),
                                      act.Entry[5].ToSingle());
     }
 }
예제 #7
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 public Act_PlaySoundEffect(MissionAction act)
 {
     Effect = act.Entry[0].ToString();
 }
예제 #8
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 public Act_EtherComm(MissionAction act)
 {
     Voice = act.Entry[0].ToString();
     Line  = act.Entry[3].ToString();
 }
예제 #9
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 public Act_GiveObjList(MissionAction act)
 {
     Target = act.Entry[0].ToString();
     List   = act.Entry[1].ToString();
 }
예제 #10
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 public Act_LightFuse(MissionAction act)
 {
     Target = act.Entry[0].ToString();
     Fuse   = act.Entry[1].ToString();
 }
예제 #11
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 public Act_PopupDialog(MissionAction act)
 {
     Title    = act.Entry[0].ToInt32();
     Contents = act.Entry[1].ToInt32();
     ID       = act.Entry[2].ToString();
 }
예제 #12
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 public Act_ForceLand(MissionAction act)
 {
     Base = act.Entry[0].ToString();
 }
예제 #13
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 public Act_AdjAcct(MissionAction act)
 {
     Amount = act.Entry[0].ToInt32();
 }
예제 #14
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 public Act_SetVibe(MissionAction act)
 {
     Target = act.Entry[0].ToString();
     Other  = act.Entry[1].ToString();
     Vibe   = Enum.Parse <VibeSet>(act.Entry[2].ToString(), true);
 }
예제 #15
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 public Act_SendComm(MissionAction act)
 {
     Source      = act.Entry[0].ToString();
     Destination = act.Entry[1].ToString();
     Line        = act.Entry[2].ToString();
 }
예제 #16
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 public Act_SetShipAndLoadout(MissionAction act)
 {
     Ship    = act.Entry[0].ToString();
     Loadout = act.Entry[1].ToString();
 }
예제 #17
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 public Act_AddRTC(MissionAction act)
 {
     RTC = act.Entry[0].ToString();
 }
예제 #18
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 public Act_DeactTrig(MissionAction act)
 {
     Trigger = act.Entry[0].ToString();
 }
예제 #19
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 public Act_Destroy(MissionAction act)
 {
     Target = act.Entry[0].ToString();
 }
예제 #20
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 public Act_SpawnSolar(MissionAction act)
 {
     Solar = act.Entry[0].ToString();
 }
예제 #21
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 public Act_SetVibeLblToShip(MissionAction act)
 {
     Label = act.Entry[0].ToString();
     Ship  = act.Entry[1].ToString();
     Vibe  = Enum.Parse <VibeSet>(act.Entry[2].ToString(), true);
 }
예제 #22
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 public Act_StartDialog(MissionAction act)
 {
     Dialog = act.Entry[0].ToString();
 }