Мод для 7 Days to Die 3.2: навык «Некромантия», растущий от счётчика убитых зомби, тёмное оружие с шестью собственными модами, призывная нежить, пирамида духов и сюжетный финал через Чёрный портал. Локализация на 13 языках. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MaNro5hAGTzcQ7rJNN2tCX
27 lines
1.3 KiB
C#
27 lines
1.3 KiB
C#
namespace NecromancerTome
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{
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/// <summary>
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/// Exists ONLY because `PooledBinaryWriter.Write(bool)` (and every other Write overload) cannot
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/// be called from the main NecromancerHarmony project at all - see
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/// NecromancerTEPersistence.csproj's own comment for the full decompiled/tested reasoning
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/// (Assembly-CSharp.dll's overload set for Write includes a ReadOnlySpan<byte> variant
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/// that resolves against Unity/Mono's own mscorlib, which the main project's plain netstandard2.1
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/// setup can't see - the compiler needs to resolve the WHOLE overload set just to pick the bool
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/// one, and fails hard). PooledBinaryReader.ReadBoolean() has no such problem (confirmed
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/// separately - it's a plain no-overload method, not an ambiguous Write-style one) and is called
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/// directly from TEFeaturePyramidWard.Read() in the main project as normal; only the WRITE side
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/// needs to go through this satellite assembly.
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///
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/// TEFeaturePyramidWard.Write() (HarmonySrc/PyramidWardPatch.cs, in the main project) calls this
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/// instead of touching PooledBinaryWriter.Write itself.
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/// </summary>
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public static class PyramidWardWriteHelper
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{
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public static void Write(PooledBinaryWriter _bw, bool _effectOn, bool _zoneShown)
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{
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_bw.Write(_effectOn);
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_bw.Write(_zoneShown);
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}
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}
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}
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