Adding Mods w/Symlink

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2025-01-02 20:23:50 -05:00
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[General]
gameName=spt
modid=0
version=d2024.12.16.0
newestVersion=
category="1,"
nexusFileStatus=1
installationFile=acidphantasm-defaultfiremode.zip
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=false
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-12-16T07:04:13Z
nexusCategory=0
converted=false
validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[installedFiles]
1\modid=0
1\fileid=0
size=1
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MIT License
Copyright (c) 2024 acidphantasm
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# Default Fire Mode
Simple standalone mod to adjust the default fire modes for weapons.
Full Auto prioritized
Single Fire secondary
Burst tertiary
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{
"name": "Default Fire Mode",
"version": "1.2.0",
"main": "src/mod.js",
"license": "MIT",
"author": "acidphantasm",
"sptVersion": "~3.10",
"loadBefore": [],
"loadAfter": [],
"incompatibilities": [],
"contributors": [],
"isBundleMod": false,
"scripts": {
"setup": "npm i",
"build": "node ./build.mjs",
"buildinfo": "node ./build.mjs --verbose"
},
"devDependencies": {
"@types/node": "20.11",
"@typescript-eslint/eslint-plugin": "7.2",
"@typescript-eslint/parser": "7.2",
"archiver": "^6.0",
"eslint": "8.57",
"fs-extra": "11.2",
"ignore": "^5.2",
"os": "^0.1",
"tsyringe": "4.8.0",
"typescript": "5.4",
"winston": "3.12"
}
}
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import type { DependencyContainer } from "tsyringe";
import type { IPostDBLoadMod } from "@spt/models/external/IPostDBLoadMod";
import type { DatabaseService } from "@spt/services/DatabaseService";
import type { IDatabaseTables } from "@spt/models/spt/server/IDatabaseTables";
import type { ItemHelper } from "@spt/helpers/ItemHelper";
import type { ILogger } from "@spt/models/spt/utils/ILogger";
import { BaseClasses } from "@spt/models/enums/BaseClasses";
class DefaultFireMode implements IPostDBLoadMod
{
private mod: string
private logger: ILogger
constructor() {
this.mod = "DefaultFireMode"; // Set name of mod so we can log it to console later
}
public postDBLoad(container: DependencyContainer): void
{
const databaseService = container.resolve<DatabaseService>("DatabaseService");
this.logger = container.resolve<ILogger>("WinstonLogger");
this.logger.debug(`[${this.mod}] postDBLoad starting... `);
const tables: IDatabaseTables = databaseService.getTables();
// Get ItemHelper ready to use
const itemHelper: ItemHelper = container.resolve<ItemHelper>("ItemHelper");
// Get all items in the database as an array so we can loop over them later
// tables.templates.items is a dictionary, the key being the items template id, the value being the objects data,
// we want to convert it into an array so we can loop over all the items easily
// Object.values lets us grab the 'value' part as an array and ignore the 'key' part
const items = Object.values(tables.templates.items);
const weapons = items.filter(x => itemHelper.isOfBaseclass(x._id, BaseClasses.WEAPON));
// Loop over all the weapons
for (const weapon of weapons)
{
// Check the weapon has a fireType selector property
if (weapon._props.weapFireType)
{
// Re-order the weapFireType based on length
weapon._props.weapFireType.sort((a, b) => b.length - a.length);
}
}
this.logger.debug(`[${this.mod}] postDBLoad Completed... `);
}
}
module.exports = { mod: new DefaultFireMode() }