163 lines
3.8 KiB
C#
163 lines
3.8 KiB
C#
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//======================================================================================================
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// WARNING: This file is auto-generated.
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// Any manual changes will be lost.
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// Use the constant generator system instead
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//======================================================================================================
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using System;
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using UnityEngine;
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namespace NeoFPS.Constants
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{
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[Serializable]
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public struct FpsInventoryKey
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{
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public const int Undefined = 0;
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public const int MeleeKnife = 1;
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public const int MeleeBaton = 2;
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public const int MeleeReserved01 = 3;
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public const int MeleeReserved02 = 4;
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public const int MeleeReserved03 = 5;
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public const int FirearmPistol = 6;
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public const int FirearmRevolver = 7;
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public const int FirearmShotgun = 8;
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public const int FirearmAssaultRifle = 9;
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public const int FirearmSniperRifle = 10;
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public const int FirearmGrenadeLauncher = 11;
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public const int ThrownFragGrenade = 12;
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public const int ThrownReserved01 = 13;
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public const int WeaponReserved01 = 14;
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public const int WeaponReserved02 = 15;
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public const int Ammo9mm = 16;
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public const int Ammo357magnum = 17;
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public const int Ammo12gauge = 18;
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public const int Ammo556mm = 19;
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public const int Ammo762mm = 20;
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public const int Ammo40mmHE = 21;
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public const int AmmoReserved01 = 22;
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public const int AmmoReserved02 = 23;
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public const int AmmoReserved03 = 24;
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public const int AmmoReserved04 = 25;
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public const int ArmourBody = 26;
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public const int ArmourHelmet = 27;
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public const int KeyRing = 28;
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public const int Lockpick = 29;
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public const int count = 30;
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public static readonly string[] names = new string[]
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{
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"Undefined",
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"MeleeKnife",
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"MeleeBaton",
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"MeleeReserved01",
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"MeleeReserved02",
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"MeleeReserved03",
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"FirearmPistol",
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"FirearmRevolver",
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"FirearmShotgun",
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"FirearmAssaultRifle",
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"FirearmSniperRifle",
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"FirearmGrenadeLauncher",
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"ThrownFragGrenade",
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"ThrownReserved01",
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"WeaponReserved01",
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"WeaponReserved02",
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"Ammo9mm",
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"Ammo357magnum",
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"Ammo12gauge",
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"Ammo556mm",
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"Ammo762mm",
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"Ammo40mmHE",
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"AmmoReserved01",
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"AmmoReserved02",
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"AmmoReserved03",
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"AmmoReserved04",
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"ArmourBody",
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"ArmourHelmet",
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"KeyRing",
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"Lockpick"
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};
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[SerializeField]
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private int m_Value;
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public int value
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{
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get { return m_Value; }
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set
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{
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int max = (int)(count - 1);
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if (value < 0)
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value = 0;
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if (value > max)
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value = 0; // Reset to default
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m_Value = value;
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}
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}
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private FpsInventoryKey (int v)
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{
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m_Value = v;
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}
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public static bool IsWithinBounds (int v)
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{
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int cast = (int)v;
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return (cast >= 0) && (cast < count);
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}
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// Checks
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public static bool operator ==(FpsInventoryKey x, FpsInventoryKey y)
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{
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return (x.value == y.value);
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}
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public static bool operator ==(FpsInventoryKey x, int y)
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{
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return (x.value == y);
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}
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public static bool operator !=(FpsInventoryKey x, FpsInventoryKey y)
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{
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return (x.value != y.value);
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}
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public static bool operator !=(FpsInventoryKey x, int y)
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{
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return (x.value != y);
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}
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public override bool Equals (object obj)
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{
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if (obj is FpsInventoryKey)
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return value == ((FpsInventoryKey)obj).value;
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if (obj is int)
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return value == (int)value;
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return false;
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}
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// Implicit conversions
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public static implicit operator FpsInventoryKey (int v)
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{
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int max = count - 1;
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if (v < 0)
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v = 0;
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if (v > max)
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v = 0; // Reset to default
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return new FpsInventoryKey (v);
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}
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public static implicit operator int (FpsInventoryKey dam)
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{
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return dam.value;
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}
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public override string ToString ()
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{
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return names [value];
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}
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public override int GetHashCode()
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{
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return value.GetHashCode();
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}
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}
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}
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