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ItemModification.cs
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115 lines (102 loc) · 5.24 KB
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using System.ComponentModel;
using System.Xml.Serialization;
namespace ItemModifier
{
public class ItemModification
{
[XmlAttribute]
public ushort ID { get; set; }
[XmlAttribute]
public string Name { get; set; }
#region Items
public bool? ShouldDropOnDeath { get; set; }
public bool ShouldSerializeShouldDropOnDeath() => Width != null;
#endregion
#region Bags
public byte? Width { get; set; }
public bool ShouldSerializeWidth() => Width != null;
public byte? Height { get; set; }
public bool ShouldSerializeHeight() => Height != null;
#endregion
#region Structures/Barricades
public ushort? Health { get; set; }
public bool ShouldSerializeHealth() => Health != null;
#endregion
#region Weapons
public float? PlayerDamage { get; set; }
public bool ShouldSerializePlayerDamage() => PlayerDamage != null;
public float? PlayerLegMultiplier { get; set; }
public bool ShouldSerializePlayerLegMultiplier() => PlayerLegMultiplier != null;
public float? PlayerArmMultiplier { get; set; }
public bool ShouldSerializePlayerArmMultiplier() => PlayerArmMultiplier != null;
public float? PlayerSpineMultiplier { get; set; }
public bool ShouldSerializePlayerSpineMultiplier() => PlayerSpineMultiplier != null;
public float? PlayerSkullMultiplier { get; set; }
public bool ShouldSerializePlayerSkullMultiplier() => PlayerSkullMultiplier != null;
public float? ZombieDamage { get; set; }
public bool ShouldSerializeZombieDamage() => ZombieDamage != null;
public float? ZombieLegMultiplier { get; set; }
public bool ShouldSerializeZombieLegMultiplier() => ZombieLegMultiplier != null;
public float? ZombieArmMultiplier { get; set; }
public bool ShouldSerializeZombieArmMultiplier() => ZombieArmMultiplier != null;
public float? ZombieSpineMultiplier { get; set; }
public bool ShouldSerializeZombieSpineMultiplier() => ZombieSpineMultiplier != null;
public float? ZombieSkullMultiplier { get; set; }
public bool ShouldSerializeZombieSkullMultiplier() => ZombieSkullMultiplier != null;
public float? AnimalDamage { get; set; }
public bool ShouldSerializeAnimalDamage() => AnimalDamage != null;
public float? AnimalLegMultiplier { get; set; }
public bool ShouldSerializeAnimalLegMultiplier() => AnimalLegMultiplier != null;
public float? AnimalSpineMultiplier { get; set; }
public bool ShouldSerializeAnimalSpineMultiplier() => AnimalSpineMultiplier != null;
public float? AnimalSkullMultiplier { get; set; }
public bool ShouldSerializeAnimalSkullMultiplier() => AnimalSkullMultiplier != null;
public float? BarricadeDamage { get; set; }
public bool ShouldSerializeBarricadeDamage() => BarricadeDamage != null;
public float? StructureDamage { get; set; }
public bool ShouldSerializeStructureDamage() => StructureDamage != null;
public float? VehicleDamage { get; set; }
public bool ShouldSerializeVehicleDamage() => VehicleDamage != null;
public float? ResourceDamage { get; set; }
public bool ShouldSerializeResourceDamage() => ResourceDamage != null;
public float? ObjectDamage { get; set; }
public bool ShouldSerializeObjectDamage() => ObjectDamage != null;
public bool? Invulnerable { get; set; }
public bool ShouldSerializeInvulnerable() => Invulnerable != null;
#endregion
#region Guns
public ushort? Caliber { get; set; }
public bool ShouldSerializeCaliber() => Caliber != null;
public float? Range { get; set; }
public bool ShouldSerializeRange() => Range != null;
public float? SpreadAim { get; set; }
public bool ShouldSerializeSpreadAim() => SpreadAim != null;
public float? SpreadHip { get; set; }
public bool ShouldSerializeSpreadHip() => SpreadHip != null;
public ushort? Muzzle { get; set; }
public bool ShouldSerializeMuzzle() => Muzzle != null;
public ushort? Explosion { get; set; } // For barricades/structures also
public bool ShouldSerializeExplosion() => Explosion != null;
#endregion
#region Barrels
public float? BallisticDrop { get; set; }
public bool ShouldSerializeBallisticDrop() => BallisticDrop != null;
public bool? Braked { get; set; }
public bool ShouldSerializeBraked() => Braked != null;
public bool? Silenced { get; set; }
public bool ShouldSerializeSilenced() => Silenced != null;
public float? Volume { get; set; }
public bool ShouldSerializeVolume() => Volume != null;
#endregion
#region Clothing
public float? Armor { get; set; }
public bool ShouldSerializeArmor() => Armor != null;
#endregion
#region Generators
public ushort? GeneratorCapacity { get; set; }
public bool ShouldSerializeGeneratorCapacity() => GeneratorCapacity != null;
public float? GeneratorBurn { get; set; }
public bool ShouldSerializeGeneratorBurn() => GeneratorBurn != null;
#endregion
}
}