public static PropertyCollection getDefaultStructValue(string className, bool stripTransients)
        {
            bool isImmutable = UnrealObjectInfo.IsImmutable(className, Mod.MEGame.ME2);

            if (Structs.ContainsKey(className))
            {
                ClassInfo info = Structs[className];
                try
                {
                    PropertyCollection structProps = new PropertyCollection();
                    ClassInfo          tempInfo    = info;
                    while (tempInfo != null)
                    {
                        foreach ((string propName, PropertyInfo propInfo) in tempInfo.properties)
                        {
                            if (stripTransients && propInfo.Transient)
                            {
                                continue;
                            }
                            if (getDefaultProperty(propName, propInfo, stripTransients, isImmutable) is UProperty uProp)
                            {
                                structProps.Add(uProp);
                            }
                        }
                        if (!Structs.TryGetValue(tempInfo.baseClass, out tempInfo))
                        {
                            tempInfo = null;
                        }
                    }
                    structProps.Add(new NoneProperty());

                    string filepath = Path.Combine(ME2Directory.gamePath, "BioGame", info.pccPath);
                    if (File.Exists(info.pccPath))
                    {
                        filepath = info.pccPath; //Used for dynamic lookup
                    }
                    if (File.Exists(filepath))
                    {
                        IMEPackage importPCC = MEPackageHandler.OpenMEPackage(filepath);

                        var                exportToRead = importPCC.getUExport(info.exportIndex);
                        byte[]             buff         = exportToRead.Data.Skip(0x30).ToArray();
                        PropertyCollection defaults     = PropertyCollection.ReadProps(exportToRead, new MemoryStream(buff), className);
                        foreach (var prop in defaults)
                        {
                            structProps.TryReplaceProp(prop);
                        }
                    }
                    return(structProps);
                }
                catch
                {
                    return(null);
                }
            }
            return(null);
        }
예제 #2
0
 public static PropertyCollection getDefaultStructValue(string className)
 {
     if (Structs.ContainsKey(className))
     {
         bool      immutable = isImmutable(className);
         ClassInfo info      = Structs[className];
         try
         {
             string filepath = (Path.Combine(ME3Directory.gamePath, @"BIOGame\" + info.pccPath));
             if (File.Exists(info.pccPath))
             {
                 filepath = info.pccPath; //Used for dynamic lookup
             }
             using (ME3Package importPCC = MEPackageHandler.OpenME3Package(filepath))
             {
                 byte[] buff;
                 //Plane and CoverReference inherit from other structs, meaning they don't have default values (who knows why)
                 //thus, I have hardcoded what those default values should be
                 if (className == "Plane")
                 {
                     buff = PlaneDefault;
                 }
                 else if (className == "CoverReference")
                 {
                     buff = CoverReferenceDefault;
                 }
                 else
                 {
                     buff = importPCC.Exports[info.exportIndex].Data.Skip(0x24).ToArray();
                 }
                 PropertyCollection props    = PropertyCollection.ReadProps(importPCC, new MemoryStream(buff), className);
                 List <UProperty>   toRemove = new List <UProperty>();
                 foreach (var prop in props)
                 {
                     //remove transient props
                     if (!info.properties.ContainsKey(prop.Name) && info.baseClass == "Class")
                     {
                         toRemove.Add(prop);
                     }
                 }
                 foreach (var prop in toRemove)
                 {
                     props.Remove(prop);
                 }
                 return(props);
             }
         }
         catch
         {
             return(null);
         }
     }
     return(null);
 }