Weapos Rejiggered
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged Added machine gun weapon & VFX Moved third party code to Plugins folder to improve compile times
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2105 changed files with 7033 additions and 1141 deletions
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// Copyright (c) All contributors. All rights reserved.
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// Licensed under the MIT license. See LICENSE file in the project root for full license information.
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namespace MessagePack
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{
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/// <summary>
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/// Identifies the various compression schemes which might be applied at the msgpack level.
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/// </summary>
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public enum MessagePackCompression
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{
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/// <summary>
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/// No compression is applied at the msgpack level.
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/// </summary>
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None,
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/// <summary>
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/// Compresses an entire msgpack sequence as a single lz4 block format.
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/// This is the simple compression that achieves best compression ratio,
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/// at the cost of copying the entire sequence when necessary to get contiguous memory.
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/// </summary>
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/// <remarks>
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/// Uses msgpack type code ext99 and is compatible with v1 of this library.
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/// </remarks>
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/// <devremarks>
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/// See also ThisLibraryExtensionTypeCodes.Lz4Block
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/// </devremarks>
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Lz4Block,
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/// <summary>
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/// Compresses an entire msgpack sequence as a array of lz4 block format.
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/// This is compressed/decompressed in chunks that do not consume LOH,
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/// but the compression ratio is slightly sacrificed.
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/// </summary>
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/// <remarks>
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/// Uses msgpack type code ext98 in array.
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/// </remarks>
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/// <devremarks>
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/// See also ThisLibraryExtensionTypeCodes.Lz4BlockArray
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/// </devremarks>
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Lz4BlockArray,
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}
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#pragma warning disable SA1649 // File name should match first type name
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/// <summary>
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/// Extensions for <see cref="MessagePackCompression"/>.
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/// </summary>
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internal static class MessagePackCompressionExtensions
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{
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public static bool IsCompression(this MessagePackCompression compression)
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{
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return compression != MessagePackCompression.None;
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}
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}
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#pragma warning restore SA1649 // File name should match first type name
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}
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