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- MOD_NAME=Fix Exalt using grenades and rockets
- AUTHOR=Oakeman
- DESCRIPTION=Fix for Exalt using grenades and rockets when disabled.
- UPK_FILE=XComGame.upk
- OBJECT=XGAIAbilityDM.AddAbilityOption:AUTO
- [REPLACEMENT_CODE]
- //bForcePriority = false;
- 49 [@] ( 28 15 )
- 0B
- //if(m_kUnit.m_bWeaponDisabled)
- 07 [@IfDisabled] 82 19 01 <@m_kUnit> [@] <XGUnitNativeBase.m_bWeaponDisabled> 00 ( 2D 01 <XGUnitNativeBase.m_bWeaponDisabled> ) 18 [@] ( 84 84 84 9A 19 00 <.kAbility> [@] <XGAbility.GetType.ReturnValue> 00 ( 1C <XGAbility.GetType> 16 ) 2C <%b 16> 16 18 [@] ( 9A 19 00 <.kAbility> [@] <XGAbility.GetType.ReturnValue> 00 ( 1C <XGAbility.GetType> 16 ) 2C <%b 18> 16 16 ) 18 [@] ( 9A 19 00 <.kAbility> [@] <XGAbility.GetType.ReturnValue> 00 ( 1C <XGAbility.GetType> 16 ) 2C <%b 19> 16 16 ) 18 [@] ( 9A 19 00 <.kAbility> [@] <XGAbility.GetType.ReturnValue> 00 ( 1C <XGAbility.GetType> 16 ) 2C <%b 20> 16 16 ) 16 )
- 04 0B
- [#IfDisabled]
- //kAbilityData.kAbility = kAbility;
- 0F 35 <XGAIAbilityDM.ability_data.kAbility> <@ability_data> 00 01 00 <.kAbilityData> 00 <.kAbility>
- //kAbilityData.iPriority = UpdatePriority(kAbility, kAbilityData.strDebug);
- 0F 35 <XGAIAbilityDM.ability_data.iPriority> <@ability_data> 00 01 00 <.kAbilityData> 1B <UpdatePriority> 00 <.kAbility> 35 <XGAIAbilityDM.ability_data.strDebug> <@ability_data> 00 01 00 <.kAbilityData> 16
- //if(bForcePriority)
- 07 [@label001] 2D 00 <.bForcePriority>
- //kAbilityData.iPriority += 1000;
- A1 35 <XGAIAbilityDM.ability_data.iPriority> <@ability_data> 00 01 00 <.kAbilityData> 1D <%i 1000> 16
- [#label001]
- //if(kAbilityData.iPriority > 0)
- 07 [@label004] 97 35 <XGAIAbilityDM.ability_data.iPriority> <@ability_data> 00 00 00 <.kAbilityData> 25 16
- //if(kAbilityData.kAbility.iType == 13)
- 07 [@label002] 9A 19 35 <XGAIAbilityDM.ability_data.kAbility> <@ability_data> 00 00 00 <.kAbilityData> [@] <XGAbility.iType> 00 ( 01 <XGAbility.iType> ) 2C 0D 16
- //RemoveStandardShots();
- 1B <RemoveStandardShots> 16
- [#label002]
- //m_arrAbilityList.AddItem(kAbilityData);
- 55 01 <@m_arrAbilityList> [@] ( 00 <.kAbilityData> 16 )
- //UpdateAbilityDisplay(kAbilityData);
- 1B <UpdateAbilityDisplay> 00 <.kAbilityData> 16
- //m_iTotalPriority += kAbilityData.iPriority;
- A1 01 <@m_iTotalPriority> 35 <XGAIAbilityDM.ability_data.iPriority> <@ability_data> 00 00 00 <.kAbilityData> 16
- //strDebugFailure @= ("added with Priority=" $ string(kAbilityData.iPriority));
- 0E <Core.Object.AtEqual_StrStr.ReturnValue> 61 43 48 <.strDebugFailure> 70 1F <%t "added with Priority="> 38 53 35 <XGAIAbilityDM.ability_data.iPriority> <@ability_data> 00 00 00 <.kAbilityData> 16 16
- //if((kAbility.GetType() == 7) && XGAbility_Targeted(kAbility).GetHitChance() >= Min(m_kUnit.GetOffense() - 30, class'XGTacticalGameCore'.default.EXALT_LOOT2))
- 07 [@label003] 82 9A 19 00 <.kAbility> [@] <XGAbility.GetType.ReturnValue> 00 ( 1B <GetType> 16 ) 2C 07 16 18 [@] ( 99 19 2E <Class.XGAbility_Targeted> 00 <.kAbility> [@] <XGAbility_Targeted.GetHitChance.ReturnValue> 00 ( 1B <GetHitChance> 16 ) F9 93 19 01 <@m_kUnit> [@] <XGUnit.GetOffense.ReturnValue> 00 ( 1B <GetOffense> 16 ) 2C 1E 16 12 20 <Class.XGTacticalGameCore> [@] <XGTacticalGameCoreNativeBase.ThinManPlagueSlider> 00 ( 02 <XGTacticalGameCoreNativeBase.EXALT_LOOT2> ) 16 16 16 )
- //m_bHasStrongAttack = true;
- 14 2D 01 <@m_bHasStrongAttack> 27
- [#label003]
- //else
- 06 [@label005]
- [#label004]
- //strDebugFailure @= "failed to score Priority > 0.";
- 0E <Core.Object.AtEqual_StrStr.ReturnValue> 61 43 48 <.strDebugFailure> 1F <%t "failed to score Priority > 0."> 16
- [#label005]
- //return;
- 04 0B
- 53
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