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Implemented Factions and Head Parts
1 parent ed61063 commit 3e6c840

27 files changed

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp
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{
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public struct AlternateTexture
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{
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public string Name;
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public FormID TextureSet;
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public int Index;
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}
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}

ESPSharp/DataTypes/FormID.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp
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{
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public struct FormID
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{
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uint rawVal;
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public FormID(uint inID)
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{
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rawVal = inID;
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}
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public static implicit operator FormID(uint val)
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{
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return new FormID(val);
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}
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public static implicit operator uint(FormID val)
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{
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return val.rawVal;
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}
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public override string ToString()
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{
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return rawVal.ToString("X8");
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}
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}
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}

ESPSharp/Enums/ActorValues.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums
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{
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public enum ActorValues : int
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{
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None = -1,
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Aggression,
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Confidence,
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Energy,
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Responsibility,
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Mood,
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Strength,
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Perception,
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Endurance,
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Charisma,
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Intelligence,
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Agility,
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Luck,
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ActionPoints,
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CarryWeight,
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CriticalChance,
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HealRate,
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Health,
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MeleeDamage,
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DamageResistance,
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PoisonResistance,
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RadResistance,
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SpeedMultiplier,
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Fatigue,
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Karma,
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XP,
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PerceptionCondition,
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EnduranceCondition,
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LeftAttackCondition,
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RightAttackCondition,
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LeftMobilityCondition,
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RightMobilityCondition,
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BrainCondition,
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Barter,
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BigGuns_Unused,
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EnergyWeapons,
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Explosives,
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Lockpick,
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Medicine,
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MeleeWeapons,
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Repair,
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Science,
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Guns,
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Sneak,
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Speech,
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Survival,
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Unarmed,
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InventoryWeight,
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Paralysis,
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Invisibility,
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Chameleon,
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NightEye,
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Turbo,
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FireResistance,
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WaterBreathing,
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RadLevel,
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BloodyMess,
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UnarmedDamage,
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Assistance,
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ElectricResistance,
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FrostResistance,
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EnergyResistance,
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EMPResistance,
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IgnoreCrippledLimbs = 72,
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Dehydration,
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Hunger,
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SleepDeprivation,
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Damage
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}
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}

ESPSharp/Enums/DataSource.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums
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{
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public enum DataSource
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{
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XML,
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Binary,
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Memory
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums.Flags
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{
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[Flags]
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public enum FaceGenModelFlags : byte
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{
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Head = 0x01,
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Torso = 0x02,
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RightHand = 0x04,
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LeftHand = 0x08
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums.Flags
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{
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public enum FactionFlags1 : byte
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{
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HiddenFromPC = 0x01,
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Evil = 0x02,
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SpecialCombat = 0x04
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums.Flags
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{
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public enum FactionFlags2 : byte
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{
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TrackCrime = 0x01,
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AllowSell = 0x02
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums.Flags
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{
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[Flags]
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public enum HeadPartFlags : byte
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{
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Playable = 0x01
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums
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{
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public enum RelationshipCombatReaction : uint
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{
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Neutral = 0,
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Enemy,
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Ally,
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Friend
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}
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}

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