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- // Show Actual Hit/Crit Roll Values - eclipse666
- // The actual value rolled for each hit/crit calc is now displayed on screen
- // The format is ROLLED/HIT CHANCE
- // HIT CHANCE is the regular % chance to hit
- // ROLLED is the actual random value from 0 to 100 generated by the system. To hit, ROLLED must be less than or equal to HIT CHANCE.
- // You want to see low values here (if you're attacking), and high values when the aliens are shooting at you.
- // Spoiler alert: The values are displayed just before the animations, so you'll know what's about to happen!
- //This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool
- UPK_FILE = XComGame.upk
- OBJECT = XGTacticalGameCore.RollForHit : AUTO
- [REPLACEMENT_CODE]
- /*(0x0000/0x0000)*/ 0F 48 <.fRoll> 12 20 <Class.XComEngine> [@] <XComEngine.SyncFRand.ReturnValue> 00 ( 1C <XComEngine.SyncFRand> A8 A8 38 57 01 <Core.Object.Name> 38 57 61 1C 16 16 38 57 1C <Core.Object.GetFuncName> 16 16 16 )
- 19 19 2E <Class.XComPresentationLayer> 19 2E <Class.XComPlayerController> 19 01 <Engine.Actor.WorldInfo> [@]
- <Engine.Actor.GetALocalPlayerController.ReturnValue> 00 ( 1C <Engine.Actor.GetALocalPlayerController> 16 ) [@]
- <XComPlayerController.m_Pres> 00 ( 01 <XComPlayerController.m_Pres> ) [@]
- <XComPresentationLayerBase.GetMessenger.ReturnValue> 00 ( 1B <GetMessenger> 16 ) [@] <UIMessageMgr.Message.ReturnValue> 00 ( 1B <Message>
- 70
- 70
- 1f <%t "Hit Roll: ">
- 38 53
- 38 44
- ab // *
- 48 <.fRoll>
- 1e <%f 100>
- 16
- 16
- 70
- 1f <%t "/">
- 38 53
- 38 44
- ab // *
- 00 <.fChance>
- 1e <%f 100>
- 16
- 16
- 16
- 24 04
- 24 01
- 1E <%f 5>
- 4A
- 4A
- 4A 16 )
- /*(0x0049/0x0031)*/ 04 B2 48 <.fRoll> 00 <.fChance> 16
- /*(0x005E/0x003E)*/ 04 3A <.ReturnValue>
- /*(0x0068/0x0044)*/ 53
- //This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool
- UPK_FILE = XComGame.upk
- OBJECT = XGTacticalGameCore.RollForCrit : AUTO
- [REPLACEMENT_CODE]
- /*(0x0000/0x0000)*/ 07 [@label_0x007A] 82 77 19 1C <Engine.Actor.GetALocalPlayerController> 16 [@] <Engine.PlayerController.CheatManager> 00 ( 01 <Engine.PlayerController.CheatManager> ) 2A 16 18 [@] ( 19 2E <Class.XComTacticalCheatManager> 19 1C <Engine.Actor.GetALocalPlayerController> 16 [@] <Engine.PlayerController.CheatManager> 00 ( 01 <Engine.PlayerController.CheatManager> ) [@] <XComTacticalCheatManager.bForceCriticalWound> 00 ( 2D 01 <XComTacticalCheatManager.bForceCriticalWound> ) 16 )
- /*(0x0068/0x0044)*/ 0F 48 <.fRoll> 1E <%f 0>
- /*(0x0077/0x004F)*/ 06 [@label_0x00C3]
- /*(0x007A/0x0052)*/ [#label_0x007A]
- /*(0x007A/0x0052)*/ 0F 48 <.fRoll> 12 20 <Class.XComEngine> [@] <XComEngine.SyncFRand.ReturnValue> 00 ( 1C <XComEngine.SyncFRand> A8 A8 38 57 01 <Core.Object.Name> 38 57 61 1C 16 16 38 57 1C <Core.Object.GetFuncName> 16 16 16 )
- 19 19 2E <Class.XComPresentationLayer> 19 2E <Class.XComPlayerController> 19 01 <Engine.Actor.WorldInfo> [@]
- <Engine.Actor.GetALocalPlayerController.ReturnValue> 00 ( 1C <Engine.Actor.GetALocalPlayerController> 16 ) [@]
- <XComPlayerController.m_Pres> 00 ( 01 <XComPlayerController.m_Pres> ) [@]
- <XComPresentationLayerBase.GetMessenger.ReturnValue> 00 ( 1B <GetMessenger> 16 ) [@] <UIMessageMgr.Message.ReturnValue> 00 ( 1B <Message>
- 70
- 70
- 1f <%t "Crit Roll: ">
- 38 53
- 38 44
- ab // *
- 48 <.fRoll>
- 1e <%f 100>
- 16
- 16
- 70
- 1f <%t "/">
- 38 53
- 38 44
- ab // *
- 00 <.fChance>
- 1e <%f 100>
- 16
- 16
- 16
- 24 04
- 24 01
- 1E <%f 5>
- 4A
- 4A
- 4A 16 )
- /*(0x00C3/0x0083)*/ [#label_0x00C3]
- /*(0x00C3/0x0083)*/ 04 B2 48 <.fRoll> 00 <.fChance> 16
- /*(0x00D8/0x0090)*/ 04 3A <.ReturnValue>
- /*(0x00E2/0x0096)*/ 53
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