2using System.Collections.Generic;
50 FindRanged(hotbar:
true);
61 owner.ranged = ranged;
66 void FindRanged(
bool hotbar)
93 if (config.bUseHotBar)
97 Element element = owner.elements.GetElement(
item.c_idAbility);
100 AddAbility(element.
act, 15);
104 if (!config.bUseInventory)
108 foreach (
Element value
in owner.elements.dict.Values)
112 AddAbility(value.
act);
119 GetAbilities((
Element e) => e.
source.abilityType.Length != 0);
bool IsCriticallyWounded(bool includeRide=false)
Thing FindAmmo(Thing weapon)
bool CanEquipRanged(Thing t)
Color colorActCriticalWarning
static ColorProfile Colors
ConfigAutoCombat autoCombat
override Thing RenderThing
override bool TryAbortCombat()
override bool TryUseRanged(int dist)
override Color GetActPlanColor()
List< Chara > listHealthy
override void BuildAbilityList()
void GetAbilities(Func< Element, bool > func)
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
bool IsCriticallyWounded(bool includePc=false)
HashSet< int > favAbility
void Foreach(Action< Thing > action, bool onlyAccessible=true)