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(); } }
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()); } }
public Act_PlaySoundEffect(MissionAction act) { Effect = act.Entry[0].ToString(); }
public Act_EtherComm(MissionAction act) { Voice = act.Entry[0].ToString(); Line = act.Entry[3].ToString(); }
public Act_GiveObjList(MissionAction act) { Target = act.Entry[0].ToString(); List = act.Entry[1].ToString(); }
public Act_LightFuse(MissionAction act) { Target = act.Entry[0].ToString(); Fuse = act.Entry[1].ToString(); }
public Act_PopupDialog(MissionAction act) { Title = act.Entry[0].ToInt32(); Contents = act.Entry[1].ToInt32(); ID = act.Entry[2].ToString(); }
public Act_ForceLand(MissionAction act) { Base = act.Entry[0].ToString(); }
public Act_AdjAcct(MissionAction act) { Amount = act.Entry[0].ToInt32(); }
public Act_SetVibe(MissionAction act) { Target = act.Entry[0].ToString(); Other = act.Entry[1].ToString(); Vibe = Enum.Parse <VibeSet>(act.Entry[2].ToString(), true); }
public Act_SendComm(MissionAction act) { Source = act.Entry[0].ToString(); Destination = act.Entry[1].ToString(); Line = act.Entry[2].ToString(); }
public Act_SetShipAndLoadout(MissionAction act) { Ship = act.Entry[0].ToString(); Loadout = act.Entry[1].ToString(); }
public Act_AddRTC(MissionAction act) { RTC = act.Entry[0].ToString(); }
public Act_DeactTrig(MissionAction act) { Trigger = act.Entry[0].ToString(); }
public Act_Destroy(MissionAction act) { Target = act.Entry[0].ToString(); }
public Act_SpawnSolar(MissionAction act) { Solar = act.Entry[0].ToString(); }
public Act_SetVibeLblToShip(MissionAction act) { Label = act.Entry[0].ToString(); Ship = act.Entry[1].ToString(); Vibe = Enum.Parse <VibeSet>(act.Entry[2].ToString(), true); }
public Act_StartDialog(MissionAction act) { Dialog = act.Entry[0].ToString(); }