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@open <file> - Opens a file, all operations will be done in this file until a new one is opened.
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@import <file> - Adds an import of the spcified file to the currently opened file.
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@patch <class> <type> <target> - Replaces a target function, enum or property within the specified class found within the currently opened file. type can be either property, enum, or function. @end must be used to define where the patch code scope ends. Class can be either a specified class/struct or auto (finds first instance under the target identifier).
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@add <class> <type> - Adds a target function, enum, or property within the specified class found within the currently opened file. type can be either property, enum, or function. @end must be used to define where the added code scope ends. Class can be either a class/struct (not generally good practice to add functions to structs and adding a UFUNCTION will result in error) or auto (will add to the first found class) or global (added to the global scope).
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@end - Closes the scope of the current @patch or @add operation.
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@// - Comment that will be stripped from the output file. Does not need a space after the slashes.
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@open Rice/Debug/DebugInfoWidget.as
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@open Rice/Debug/DebugInfoWidget.as @patch auto function UpdateText //patch first UpdateText function found in file void UpdateText() //makes the current loaded progress point appear in the bottom right corner { FString Text; Text += Progress::DebugGetActiveProgressPoint(); Text += "\n"; TextWidget.SetText(FText::FromString(Text)); } @end
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@open Cake/LevelSpecific/Shed/Vacuum/VacuumBoss/VacuumBoss.as @patch AVacuumBoss property SlamAmount //patch property in class AVacuumBoss int SlamAmount = 12; //double slam amount to 12 @end
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@open Cake/LevelSpecific/Shed/Vacuum/VacuumBoss/VacuumBoss.as @patch global enum EVacuumBossAttackMode //patch enum found globally in VacuumBoss.as enum EVacuumBossAttackMode { Debris, Slam, DoubleSlam, DebrisSlam, Minefield, Bombs, ModdedFinalPhase, //add new phase to boss } @end
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@open Vino/Character/PlayerCharacter.as @add auto function //speedtools show volumes dev menu button, auto adds it to the first class in file UFUNCTION(DevFunction) void Show_Volumes() { System::ExecuteConsoleCommand("show volumes"); } @end
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@add auto property UPROPERTY(CustomMod) int custom_value = 3; @end
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@import Mods.MyMod.FunctionLibrary.as //imports a library to the currently opened file to use in a patched function.