Originally Posted by
jambo834429
Hey Sqeegie thanks for this and yeah sorry 1 more thing in your assembly i noticed that you were able to turn lights on and off that were from poi's i thought it would be in the tile section from your A17 info sheet as i managed to get all doors and loot containers unlocked for myself but not the lights. Would you be able to let me know where the lights one is thanks.
All of the following methods have references to WorldBase.IsEditor(), or in their case, _world.IsEditor(). If you replace all of these with true (ldc.i4.1), you'll be able to edit all of the POI lights.
Code:
BlockLight.GetActivationText(WorldBase, BlockValue, int, Vector3i, EntityAlive): String
BlockLight.GetBlockActivationCommands(WorldBase, BlockValue, int, Vector3i, EntityAlive): BlockActivationCommand[]
BlockLight.OnBlockActivated(int, WorldBase, int, Vector3i, BlockValue, EntityAlive): Bool
BlockPoweredLight.GetBlockActivationCommands(WorldBase, BlockValue, int, Vector3i, EntityAlive): BlockActivationCommand[]
BlockPoweredLight.OnBlockActivated(int, WorldBase, int, Vector3i, BlockValue, EntityAlive): Bool
If you're looking through the IL, it should be a reference to one of the method parameters (either ldarg.1 or ldarg.2) followed by a callvirt to WorldBase::IsEditor(). Such as this:
Code:
9 0023 ldarg.2
10 0024 callvirt instance bool WorldBase::IsEditor()
Delete both of these and replace them with ldc.i4.1 to enable it.
Best,
Sqeegie