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Reset init.c without wiping everything


kylebellamy

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Can someone please post a copy of the vanilla init.c file so after messing it up it can be overwritten on the server?

 

I realize that saving a copy first should be a 101 when modding but I was never that bright... lol

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void main()

{

//INIT WEATHER BEFORE ECONOMY INIT------------------------

Weather weather = g_Game.GetWeather();

 

weather.MissionWeather(false); // false = use weather controller from Weather.c

 

weather.GetOvercast().Set( Math.RandomFloatInclusive(0.4, 0.6), 1, 0);

weather.GetRain().Set( 0, 0, 1);

weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0);

 

//INIT ECONOMY--------------------------------------

Hive ce = CreateHive();

if ( ce )

ce.InitOffline();

 

//DATE RESET AFTER ECONOMY INIT-------------------------

int year, month, day, hour, minute;

int reset_month = 9, reset_day = 20;

GetGame().GetWorld().GetDate(year, month, day, hour, minute);

 

if ((month == reset_month) && (day < reset_day))

{

GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);

}

else

{

if ((month == reset_month + 1) && (day > reset_day))

{

GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);

}

else

{

if ((month < reset_month) || (month > reset_month + 1))

{

GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);

}

}

}

}

 

class CustomMission: MissionServer

{

void SetRandomHealth(EntityAI itemEnt)

{

if ( itemEnt )

{

int rndHlt = Math.RandomInt(55,100);

itemEnt.SetHealth("","",rndHlt);

}

}

 

override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)

{

Entity playerEnt;

playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player

Class.CastTo(m_player, playerEnt);

 

GetGame().SelectPlayer(identity, m_player);

 

return m_player;

}

 

override void StartingEquipSetup(PlayerBase player, bool clothesChosen)

{

EntityAI itemTop;

EntityAI itemEnt;

ItemBase itemBs;

float rand;

 

itemTop = player.FindAttachmentBySlotName("Body");

 

if ( itemTop )

{

itemEnt = itemTop.GetInventory().CreateInInventory("Rag");

if ( Class.CastTo(itemBs, itemEnt ) )

itemBs.SetQuantity(4);

 

SetRandomHealth(itemEnt);

 

itemEnt = itemTop.GetInventory().CreateInInventory("RoadFlare");

SetRandomHealth(itemEnt);

 

rand = Math.RandomFloatInclusive(0.0, 1.0);

if ( rand < 0.35 )

itemEnt = player.GetInventory().CreateInInventory("Apple");

else if ( rand > 0.65 )

itemEnt = player.GetInventory().CreateInInventory("Pear");

else

itemEnt = player.GetInventory().CreateInInventory("Plum");

 

SetRandomHealth(itemEnt);

}

}

};

 

Mission CreateCustomMission(string path)

{

return new CustomMission();

}

 

 

 

Can someone please post a copy of the vanilla init.c file so after messing it up it can be overwritten on the server?

 

I realize that saving a copy first should be a 101 when modding but I was never that bright... lol

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