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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.
29 lines
1.3 KiB
C#
29 lines
1.3 KiB
C#
using Verse.AI;
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namespace Thek_BuildingArrivalMode
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{
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[DefOf]
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sealed class DutyDefOfs
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{
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public static DutyDef Thek_ExitMap_BuildingArrivalMode; // Duty to leave when they give up
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public static DutyDef Thek_ExitMapAndDefendSelf_BuildingArrivalMode; // Duty to leave and protect themselves when they give up
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public static DutyDef Thek_PanicFlee_BuildingArrivalMode; // Duty to leave when enough raiders have been defeated
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public static DutyDef Thek_Kidnap_BuildingArrivalMode; // Duty to leave while kidnapping
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public static DutyDef Thek_Steal_BuildingArrivalMode; // Duty to leave while stealing
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}
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[DefOf]
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sealed class JobDefOfs
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{
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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
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public static JobDef Thek_BuildingArrivalMode_Kidnap; // Kidnap job that inherits from stealthing
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public static JobDef Thek_BuildingArrivalMode_StealThing; // Job that handles going to a thing and grabbing it, then calling goto
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}
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[DefOf]
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sealed class MentalStateDefOfs
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{
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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
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}
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}
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