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May 4th, 2016
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  1. class 'ShadedPatches'
  2.  
  3.  
  4. function ShadedPatches:__init()
  5. self:InitComponents()
  6. self:RegisterEvents()
  7. end
  8.  
  9. function ShadedPatches:RegisterEvents()
  10. self.m_LoadedEvent = Events:Subscribe('ExtensionLoaded', self, self.Loaded)
  11. self.m_ReadInstanceEvent = Events:Subscribe('Partition:ReadInstance', self, self.ReadInstance)
  12. end
  13.  
  14.  
  15. function ShadedPatches:Loaded()
  16. end
  17.  
  18. function ShadedPatches:ReadInstance(p_Instance, p_Guid)
  19. if p_Instance.typeName == "JumpStateData" then
  20. local s_Instance = JumpStateData(p_Instance)
  21. s_Instance.jumpHeight = 3
  22. end
  23.  
  24. if p_Instance.typeName == "CharacterStatePoseInfo" then
  25. local s_Instance = CharacterStatePoseInfo(p_Instance)
  26. if s_Instance.sprintMultiplier ~= 0 then
  27. s_Instance.sprintMultiplier = s_Instance.sprintMultiplier * 2
  28. end
  29. end
  30. if p_Instance.typeName == "ParachuteStateData" then
  31. local s_Instance = ParachuteStateData(p_Instance)
  32. s_Instance.deployTime = 0
  33.  
  34. end
  35. if p_Instance.typeName == "InAirStateData" then
  36. local s_Instance = InAirStateData(p_Instance)
  37. s_Instance.freeFallVelocity = 7
  38. end
  39. end
  40.  
  41. g_ShadedPatches = ShadedPatches()
  42.  
  43. return ShadedPatches
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