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RickGrymes 1f86e08643 Add new weapon and ability mod source projects
Introduced several new mod source projects including BM_HeavyWeapon, BM_WeaponSummon, CompGiveThought, FragProjectile, Fusrodah, GauntletSpawners, Hediff_PawnConverter, Stims, WeaponRequirement, taranchuk_homingprojectiles, taranchuk_lasers, and tent. Each project includes initial implementation files, project and solution files, and relevant code for RimWorld modding features such as custom verbs, abilities, job drivers, and Harmony patches.
2026-01-15 03:17:11 -06:00

29 lines
1.3 KiB
C#

using Verse.AI;
namespace Thek_BuildingArrivalMode
{
[DefOf]
sealed class DutyDefOfs
{
public static DutyDef Thek_ExitMap_BuildingArrivalMode; // Duty to leave when they give up
public static DutyDef Thek_ExitMapAndDefendSelf_BuildingArrivalMode; // Duty to leave and protect themselves when they give up
public static DutyDef Thek_PanicFlee_BuildingArrivalMode; // Duty to leave when enough raiders have been defeated
public static DutyDef Thek_Kidnap_BuildingArrivalMode; // Duty to leave while kidnapping
public static DutyDef Thek_Steal_BuildingArrivalMode; // Duty to leave while stealing
}
[DefOf]
sealed class JobDefOfs
{
public static JobDef Thek_GotoNoExitCellCheck; // Goto job that doesn't require the pawn to be on the borders of the tile to leave the map
public static JobDef Thek_BuildingArrivalMode_Kidnap; // Kidnap job that inherits from stealthing
public static JobDef Thek_BuildingArrivalMode_StealThing; // Job that handles going to a thing and grabbing it, then calling goto
}
[DefOf]
sealed class MentalStateDefOfs
{
public static MentalStateDef Thek_PanicFlee_BuildingArrivalMode; // It's just to mimmick the flee mentalstate from vanilla raids, doesn't do anything at all, the def is a copypaste from vanilla panicflee lol
}
}