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Windward Reflexil patch for XP and Gold (rowneg@bk.ru). Tested on version 2015-12-30.0
// Windward Reflexil patch for XP and Gold (rowneg@bk.ru)
#region " Imports "
using System;
using System.Collections.Generic;
using System.Text;
using TNet;
#endregion
#region " Referenced assemblies "
// - mscorlib v2.0.5.0
// - UnityEngine v0.0.0.0
// - System.Core v2.0.5.0
// - System v2.0.5.0
// - Assembly-UnityScript-firstpass v0.0.0.0
// - Mono.CSharp v2.1.0.0
// - UnityEngine.UI v1.0.0.0
// - Assembly-CSharp-firstpass v0.0.0.0
// - TouchScript v1.0.0.0
// - TouchScript.Windows v1.0.0.0
// - Assembly-CSharp v1.0.0.0
#endregion
class GamePlayer
{
// Limited support!
// You can only reference methods or fields defined in the class (not in ancestors classes)
// Fields and methods stubs are needed for compilation purposes only.
// Reflexil will automaticaly map current type, fields or methods to original references.
public delegate void OnLoadCallback(DataNode node);
[TNet.RFC]
protected void OnXP(float xp)
{
if (this.isMe)
{
MyPlayer.AwardXP(10000*xp);
MyPlayer.ModifyResource("gold", 300000, true);
}
else
{
UnityEngine.Debug.LogError("OnXP called on the wrong player!");
}
}
#region " Methods stubs "
// Do not add or update any method. If compilation fails because of a method declaration, comment it
GamePlayer()
{
}
static GamePlayer()
{
}
TNet.DataNode get_shipItem()
{
return default(TNet.DataNode);
}
void set_shipItem(TNet.DataNode @value)
{
}
int get_cargoSlots()
{
return default(int);
}
string get_shipPrefab()
{
return default(string);
}
string get_countryCode()
{
return default(string);
}
bool get_isObserver()
{
return default(bool);
}
int get_xp()
{
return default(int);
}
int get_gold()
{
return default(int);
}
int get_wood()
{
return default(int);
}
int get_stone()
{
return default(int);
}
int get_powder()
{
return default(int);
}
int GetResource(string name)
{
return default(int);
}
void SyncSteamData()
{
}
void SetUserData(string a, string b, string c)
{
}
void SetVAC(bool val)
{
}
void SetShip(string shipType)
{
}
TNet.DataNode get_data()
{
return default(TNet.DataNode);
}
TNet.DataNode get_worldData()
{
return default(TNet.DataNode);
}
GameTown get_respawnTown()
{
return default(GameTown);
}
UnityEngine.Vector3 get_respawnPos()
{
return default(UnityEngine.Vector3);
}
float get_respawnAngle()
{
return default(float);
}
int get_respawnSide()
{
return default(int);
}
int get_activeFaction()
{
return default(int);
}
int get_factionID()
{
return default(int);
}
int get_startingFaction()
{
return default(int);
}
void set_startingFaction(int @value)
{
}
string get_name()
{
return default(string);
}
int get_talentPoints()
{
return default(int);
}
int get_uncappedTalentPoints()
{
return default(int);
}
int get_level()
{
return default(int);
}
bool get_isAnonymous()
{
return default(bool);
}
bool get_isAFK()
{
return default(bool);
}
void set_isAFK(bool @value)
{
}
void SetAFK(bool val)
{
}
int get_specialization()
{
return default(int);
}
T Get<T>(string key)
{
return default(T);
}
T Get<T>(string key, T def)
{
return default(T);
}
bool GetOption(string name, bool defaultValue)
{
return default(bool);
}
TNet.DataNode get_inventory()
{
return default(TNet.DataNode);
}
TNet.DataNode get_equipment()
{
return default(TNet.DataNode);
}
bool get_hasInventorySpace()
{
return default(bool);
}
string get_adversaryName()
{
return default(string);
}
static int CountNonObservers()
{
return default(int);
}
bool HasResource(string name, int amount)
{
return default(bool);
}
void AwardXP(float xp)
{
}
void AwardXP(float xp, string type)
{
}
void Awake()
{
}
bool get_shouldHaveIWIN()
{
return default(bool);
}
void set_shouldHaveIWIN(bool @value)
{
}
void RecordCombatTime()
{
}
void PeriodicSave()
{
}
void PeriodicSync()
{
}
void SyncPlayer(TNet.Player p)
{
}
void OnEnable()
{
}
void OnDisable()
{
}
void OnDestroy()
{
}
void IncreaseInfraction(string reason, bool isSerious, bool canBan)
{
}
static TNet.List<int> CountFactions(bool ignorePirates)
{
return default(TNet.List<int>);
}
static TNet.List<int> Count(TNet.List<int> filter)
{
return default(TNet.List<int>);
}
static int GetUnderdogFaction(TNet.List<int> factions)
{
return default(int);
}
System.Collections.IEnumerator Start()
{
return default(System.Collections.IEnumerator);
}
void SetStartingFaction(int val)
{
}
static GameTown FindPirateTown()
{
return default(GameTown);
}
System.Collections.IEnumerator FlipTown()
{
return default(System.Collections.IEnumerator);
}
System.Collections.IEnumerator InstanceOffer()
{
return default(System.Collections.IEnumerator);
}
void AdversaryCheck()
{
}
void RenameSelf(string newName)
{
}
bool HasItem(string itemName)
{
return default(bool);
}
bool HasItemQuest(string questName)
{
return default(bool);
}
void PeriodicPingUpdate()
{
}
void OnSetPing(int val)
{
}
void Update()
{
}
void RespawnCheck()
{
}
void RespawnStarted()
{
}
void RespawnEnded()
{
}
bool get_isReadyToRespawn()
{
return default(bool);
}
void set_isReadyToRespawn(bool @value)
{
}
void SetShip(GameShip ship)
{
}
void ReadyToRespawn(bool val, string country)
{
}
static GameTown FindClosest(TNet.List<GameTown> towns, UnityEngine.Vector3 pos)
{
return default(GameTown);
}
void ChooseRespawn(UnityEngine.Vector3 pos, float angle)
{
}
GameTown ChooseRespawn(TNet.List<GameTown> towns)
{
return default(GameTown);
}
void Respawn(int townID, UnityEngine.Vector3 pos, float angle, bool reset)
{
}
static GamePlayer Find(int playerID)
{
return default(GamePlayer);
}
static GamePlayer Find(string playerName)
{
return default(GamePlayer);
}
static void Save(bool encoded)
{
}
static System.Byte[] ChooseData(System.Byte[] a, System.Byte[] b)
{
return default(System.Byte[]);
}
static void Load(OnLoadCallback callback)
{
}
static void OnLoadServerFile(string filename, System.Byte[] data)
{
}
static void OnLoadFile(string filename, System.Byte[] data)
{
}
static bool Contains(TNet.DataNode equipment, PlayerItem item)
{
return default(bool);
}
bool AttachScripts()
{
return default(bool);
}
void SafeRespawn()
{
}
void GiveItem(PlayerItem item)
{
}
void GiveItem(PlayerItem item, int source)
{
}
void OnGive(PlayerItem item, int source)
{
}
void AdjustReputation(int withFaction, int amount)
{
}
void AddRep(int factionID, int amount)
{
}
void ClearSummary()
{
}
static bool get_keepRecords()
{
return default(bool);
}
int get_summaryDamage()
{
return default(int);
}
void set_summaryDamage(int @value)
{
}
int get_summaryRepair()
{
return default(int);
}
void set_summaryRepair(int @value)
{
}
int get_summaryCapture()
{
return default(int);
}
void set_summaryCapture(int @value)
{
}
int get_summaryDefend()
{
return default(int);
}
void set_summaryDefend(int @value)
{
}
int get_summaryKills()
{
return default(int);
}
void set_summaryKills(int @value)
{
}
int get_summaryDeaths()
{
return default(int);
}
void set_summaryDeaths(int @value)
{
}
int get_summaryRep()
{
return default(int);
}
void set_summaryRep(int @value)
{
}
void RecordDamage(float val)
{
}
void OnDMG(int intDmg)
{
}
void RecordCapture()
{
}
void RecordDefend()
{
}
void OnCap()
{
}
void OnDef()
{
}
void PeriodicStatUpdate()
{
}
void OnSS(int damage, int repair, int capture, int defended, int kills, int deaths, int rep)
{
}
void OnNetworkPlayerLeave(TNet.Player p)
{
}
void CheckStats(int requestingPlayer)
{
}
void OnStats(System.Collections.Generic.List<NamedInt> stats)
{
}
int GetCounter(string name)
{
return default(int);
}
float GetDamageMultiplier(string shipPrefab)
{
return default(float);
}
public bool isMe
{
get
{
return (this.netPlayer == TNManager.player);
}
}
#endregion
#region " Fields stubs "
// Do not add or update any field. If compilation fails because of a field declaration, comment it
static GamePlayer me;
static TNet.List<GamePlayer> list;
TNet.Player netPlayer;
int ping;
GameShip ship;
string steamID;
string steamUser;
string ipAddress;
bool isVACBanned;
TNet.DataNode mShipItem;
int mCargoSlots;
string mPrefab;
string mCountryCode;
int mStartingFaction;
bool mAFK;
int mCombatSeconds;
bool hasPing;
bool mHasShip;
bool mRespawnStarted;
bool mReadyToRespawn;
bool mRespawning;
static OnLoadCallback mOnLoad;
static bool mServerSide;
static string mPlayerFile;
static string mVaultFile;
int mSumDamage;
int mSumRepair;
int mSumCap;
int mSumDef;
int mSumKill;
int mSumDeath;
int mSumRep;
#endregion
}
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