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December 3, 2014 18:54
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commander.txt
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MOD_NAME=Commander's Choice - LW | |
AUTHOR=Peasly Wellbott | |
DESCRIPTION=Choose the class of your Squaddies! When being prompted to pick a Squaddie's first skill, the "Cycle Soldier" buttons on the bottom of the screen will instead cycle the soldier's class! Does not affect MECs or any soldier who has locked in their specialty, but should work for reward soldiers and special soldiers. | |
Version: 1.0 | |
Compatible with XCOM Long War versions: | |
- All hopefully | |
UPK_FILE=xcomstrategygame.upk | |
OBJECT=XGSoldierUI.OnNextSoldier:AUTO | |
[BEFORE_CODE] | |
1B <SetActiveSoldier> 00 <.NextSoldier> 16 //SetActiveSoldier(NextSoldier) | |
[AFTER_CODE] | |
07 EF 01 //if( | |
84 | |
84 | |
84 | |
19 01 <XGSoldierUI.m_kSoldier> 2A 00 <XGStrategySoldier.PerkLockedOut.ReturnValue> 00 1B <PerkLockedOut> //m_kSoldier.PerkLockedOut | |
2C 01 2C 01 28 //(1, 1, false) | |
16// | |
18 0E 00 | |
77 01 <XGScreenMgr.m_iCurrentView> 2C 01 16 //|| m_iCurrentView != 1 | |
16 | |
18 20 00 | |
19 01 <XGSoldierUI.m_kSoldier> 0A 00 <XGStrategySoldier.IsATank.ReturnValue> 00 1B <IsATank> 16//||m_kSoldier.IsATank | |
16 | |
18 20 00 | |
19 01 <XGSoldierUI.m_kSoldier> 0A 00 <XGStrategySoldier.IsAugmented.ReturnValue> 00 1B <IsAugmented> 16//||m_kSoldier.IsAugmented | |
16 | |
1B <SetActiveSoldier> 00 <.NextSoldier> 16 //SetActiveSoldier(NextSoldier) | |
06 67 02 //else | |
19 1B <STORAGE> 16 13 00 <NullRef> 00 1B <AutoEquip> 01 <XGSoldierUI.m_kSoldier> 16 //STORAGE().AutoEquip(m_kSoldier) | |
19 01 <XGSoldierUI.m_kSoldier> 0C 00 <NullRef> 00 1B <SetSoldierClass> //m_kSoldier.SetSoldierClass | |
92 FD | |
19 01 <XGSoldierUI.m_kSoldier> 0A 00 <XGStrategySoldier.GetClass.ReturnValue> 00 1B <GetClass> 16 | |
2C 04 16 26 16 //(m_kSoldier.GetClass % 4) + 1) | |
16 // | |
1B <UpdateDoll> 16 | |
OBJECT=XGSoldierUI.OnPrevSoldier:AUTO | |
[BEFORE_CODE] | |
1B <SetActiveSoldier> 00 <.PrevSoldier> 16 //SetActiveSoldier(PrevSoldier) | |
[AFTER_CODE] | |
07 F3 01 //if( | |
84 | |
84 | |
84 | |
19 01 <XGSoldierUI.m_kSoldier> 2A 00 <XGStrategySoldier.PerkLockedOut.ReturnValue> 00 1B <PerkLockedOut> //m_kSoldier.PerkLockedOut | |
2C 01 2C 01 28 //(1, 1, false) | |
16// | |
18 0E 00 | |
77 01 <XGScreenMgr.m_iCurrentView> 2C 01 16 //|| m_iCurrentView != 1 | |
16 | |
18 20 00 | |
19 01 <XGSoldierUI.m_kSoldier> 0A 00 <XGStrategySoldier.IsATank.ReturnValue> 00 1B <IsATank> 16//||m_kSoldier.IsATank | |
16 | |
18 20 00 | |
19 01 <XGSoldierUI.m_kSoldier> 0A 00 <XGStrategySoldier.IsAugmented.ReturnValue> 00 1B <IsAugmented> 16//||m_kSoldier.IsAugmented | |
16 | |
1B <SetActiveSoldier> 00 <.PrevSoldier> 16 //SetActiveSoldier(PrevSoldier) | |
06 6F 02 //else | |
19 1B <STORAGE> 16 13 00 <NullRef> 00 1B <AutoEquip> 01 <XGSoldierUI.m_kSoldier> 16 //STORAGE().AutoEquip(m_kSoldier) | |
19 01 <XGSoldierUI.m_kSoldier> 0C 00 <NullRef> 00 1B <SetSoldierClass> //m_kSoldier.SetSoldierClass | |
92 FD | |
92 | |
19 01 <XGSoldierUI.m_kSoldier> 0A 00 <XGStrategySoldier.GetClass.ReturnValue> 00 1B <GetClass> 16 | |
2C 02 16 | |
2C 04 16 26 16 //((m_kSoldier.GetClass + 2) % 4) + 1) | |
16 // | |
1B <UpdateDoll> 16 |
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