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Fixed customization and camera, added commanders choice, added dialog…
… for deployment
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@@ -1,2 +1,17 @@ | ||
[WOTCWaveCOM.X2DownloadableContentInfo_WOTCWaveCOM] | ||
DLCIdentifier="WOTCWaveCOM" | ||
DLCIdentifier="WOTCWaveCOM" | ||
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[BetterSecondWaveSupport.X2DownloadableContentInfo_BetterSecondWaveSupport] | ||
+AddSecondWave=(ID="WaveCOMCommandersChoice", DifficultyValue=0) | ||
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[ExtendedMissionTimers SecondWaveOptionObject] | ||
Disabled=true | ||
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[ExtendedAvatarProject SecondWaveOptionObject] | ||
Disabled=true | ||
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[PlayingForKeeps SecondWaveOptionObject] | ||
Disabled=true | ||
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[WaveCOMCommandersChoice SecondWaveOptionObject] | ||
CanChangeInCampaign=true |
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[WaveCOMCommandersChoice SecondWaveOptionObject] | ||
Tooltip="Allows you to choose the soldier class of each promoted rookie. This is the only Commander's Choice Second Wave option that works with WaveCOM" | ||
Description="(WaveCOM) Commander's Choice: Allow you to select classes of promoted rookies" |
13 changes: 13 additions & 0 deletions
13
WaveCOMWOTC/Src/WOTCWaveCOM/Classes/WaveCOM_Camera_Customization.uc
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class WaveCOM_Camera_Customization extends X2Camera_Fixed; | ||
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var public TPOV CameraViewX; | ||
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function SetCameraView(const out TPOV InCameraView) | ||
{ | ||
CameraViewX = InCameraView; | ||
} | ||
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function TPOV GetCameraLocationAndOrientation() | ||
{ | ||
return CameraViewX; | ||
} |
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78 changes: 78 additions & 0 deletions
78
WaveCOMWOTC/Src/WOTCWaveCOM/Classes/WaveCOM_UIChooseClass.uc
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class WaveCOM_UIChooseClass extends UIChooseClass; | ||
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simulated function array<Commodity> ConvertClassesToCommodities() | ||
{ | ||
local X2SoldierClassTemplate ClassTemplate; | ||
local int iClass; | ||
local array<Commodity> arrCommodoties; | ||
local Commodity ClassComm; | ||
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m_arrClasses.Remove(0, m_arrClasses.Length); | ||
m_arrClasses = GetClasses(); | ||
m_arrClasses.Sort(SortClassesByName); | ||
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for (iClass = 0; iClass < m_arrClasses.Length; iClass++) | ||
{ | ||
ClassTemplate = m_arrClasses[iClass]; | ||
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ClassComm.Title = ClassTemplate.DisplayName; | ||
ClassComm.Image = ClassTemplate.IconImage; | ||
ClassComm.Desc = ClassTemplate.ClassSummary; | ||
ClassComm.OrderHours = 0; | ||
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arrCommodoties.AddItem(ClassComm); | ||
} | ||
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return arrCommodoties; | ||
} | ||
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function bool OnClassSelected(int iOption) | ||
{ | ||
local XComGameState NewGameState; | ||
local XComGameState_Unit UnitState; | ||
local XComGameState_HeadquartersXCom NewXComHQ; | ||
local XComGameState_Item InventoryItem; | ||
local array<XComGameState_Item> InventoryItems; | ||
local XGItem ItemVisualizer; | ||
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if (m_UnitRef.ObjectID <= 0) | ||
{ | ||
return false; | ||
} | ||
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NewGameState = class'XComGameStateContext_ChangeContainer'.static.CreateChangeState("Training new rookie"); | ||
UnitState = XComGameState_Unit(NewGameState.ModifyStateObject(class'XComGameState_Unit', m_UnitRef.ObjectID)); | ||
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NewXComHQ = XComGameState_HeadquartersXCom(NewGameState.ModifyStateObject(class'XComGameState_HeadquartersXCom', XComHQ.ObjectID)); | ||
class'WaveCOM_UIArmory_FieldLoadout'.static.CleanUpStats(NewGameState, UnitState); | ||
UnitState.RankUpSoldier(NewGameState, m_arrClasses[iOption].DataName); | ||
InventoryItems = UnitState.GetAllInventoryItems(NewGameState); | ||
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foreach InventoryItems(InventoryItem) | ||
{ | ||
NewXComHQ.PutItemInInventory(NewGameState, InventoryItem); | ||
UnitState.RemoveItemFromInventory(InventoryItem, NewGameState); | ||
ItemVisualizer = XGItem(`XCOMHISTORY.GetVisualizer(InventoryItem.GetReference().ObjectID)); | ||
ItemVisualizer.Destroy(); | ||
`XCOMHISTORY.SetVisualizer(InventoryItem.GetReference().ObjectID, none); | ||
} | ||
UnitState.ApplySquaddieLoadout(NewGameState, NewXComHQ); | ||
UnitState.ApplyBestGearLoadout(NewGameState); // Make sure the squaddie has the best gear available | ||
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UnitState.ValidateLoadout(NewGameState); | ||
if (UnitState.GetSoldierRank() < UnitState.StartingRank) | ||
{ | ||
UnitState.bRankedUp = false; // Keep leveling up until it catches up to the appropriate rank. | ||
} | ||
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`XCOMGAME.GameRuleset.SubmitGameState(NewGameState); | ||
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`XSTRATEGYSOUNDMGR.PlaySoundEvent("StrategyUI_Staff_Assign"); | ||
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return true; | ||
} | ||
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defaultproperties | ||
{ | ||
bConsumeMouseEvents = true; | ||
} |
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@@ -251,4 +251,4 @@ function SetNewResearchProject(int iOption) | |
defaultproperties | ||
{ | ||
bConsumeMouseEvents = true; | ||
} | ||
} |
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