So I have been playing a game, and wanted to mod it, online game though, so I downloaded it and opened it up, decompiled it, and found the slots script which dictates which slots you have open.
I was wondering if anyone could change the script around so all slots are open?
Code:
package org.osflash.signals
{
public final class SlotList extends Object
{
public function SlotList(param1:ISlot, param2:SlotList = null)
{
super();
if(!param1 && !param2)
{
if(NIL)
{
throw new ArgumentError("Parameters head and tail are null. Use the NIL element instead.");
}
else
{
this.nonEmpty = false;
}
}
else if(!param1)
{
throw new ArgumentError("Parameter head cannot be null.");
}
else
{
this.head = param1;
this.tail = param2 || NIL;
this.nonEmpty = true;
}
}
public static const NIL:SlotList = new SlotList(null,null);
public var head:ISlot;
public var tail:SlotList;
public var nonEmpty:Boolean = false;
public function get length() : uint
{
if(!this.nonEmpty)
{
return 0;
}
if(this.tail == NIL)
{
return 1;
}
var _loc1_:uint = 0;
var _loc2_:SlotList = this;
while(_loc2_.nonEmpty)
{
_loc1_++;
_loc2_ = _loc2_.tail;
}
return _loc1_;
}
public function prepend(param1:ISlot) : SlotList
{
return new SlotList(param1,this);
}
public function append(param1:ISlot) : SlotList
{
if(!param1)
{
return this;
}
if(!this.nonEmpty)
{
return new SlotList(param1);
}
if(this.tail == NIL)
{
return new SlotList(param1).prepend(this.head);
}
var _loc2_:SlotList = new SlotList(this.head);
var _loc3_:SlotList = _loc2_;
var _loc4_:SlotList = this.tail;
while(_loc4_.nonEmpty)
{
_loc3_ = _loc3_.tail = new SlotList(_loc4_.head);
_loc4_ = _loc4_.tail;
}
_loc3_.tail = new SlotList(param1);
return _loc2_;
}
public function insertWithPriority(param1:ISlot) : SlotList
{
var _loc6_:SlotList = null;
if(!this.nonEmpty)
{
return new SlotList(param1);
}
var _loc2_:int = param1.priority;
if(_loc2_ > this.head.priority)
{
return this.prepend(param1);
}
var _loc3_:SlotList = new SlotList(this.head);
var _loc4_:SlotList = _loc3_;
var _loc5_:SlotList = this.tail;
while(_loc5_.nonEmpty)
{
if(_loc2_ > _loc5_.head.priority)
{
_loc6_ = _loc5_.prepend(param1);
return new SlotList(this.head,_loc6_);
}
_loc4_ = _loc4_.tail = new SlotList(_loc5_.head);
_loc5_ = _loc5_.tail;
}
_loc4_.tail = new SlotList(param1);
return _loc3_;
}
public function filterNot(param1:Function) : SlotList
{
if(!this.nonEmpty || param1 == null)
{
return this;
}
if(param1 == this.head.listener)
{
return this.tail;
}
var _loc2_:SlotList = new SlotList(this.head);
var _loc3_:SlotList = _loc2_;
var _loc4_:SlotList = this.tail;
while(_loc4_.nonEmpty)
{
if(_loc4_.head.listener == param1)
{
_loc3_.tail = _loc4_.tail;
return _loc2_;
}
_loc3_ = _loc3_.tail = new SlotList(_loc4_.head);
_loc4_ = _loc4_.tail;
}
return this;
}
public function contains(param1:Function) : Boolean
{
if(!this.nonEmpty)
{
return false;
}
var _loc2_:SlotList = this;
while(_loc2_.nonEmpty)
{
if(_loc2_.head.listener == param1)
{
return true;
}
_loc2_ = _loc2_.tail;
}
return false;
}
public function find(param1:Function) : ISlot
{
if(!this.nonEmpty)
{
return null;
}
var _loc2_:SlotList = this;
while(_loc2_.nonEmpty)
{
if(_loc2_.head.listener == param1)
{
return _loc2_.head;
}
_loc2_ = _loc2_.tail;
}
return null;
}
public function toString() : String
{
var _loc1_:String = "";
var _loc2_:SlotList = this;
while(_loc2_.nonEmpty)
{
_loc1_ = _loc1_ + (_loc2_.head + " -> ");
_loc2_ = _loc2_.tail;
}
_loc1_ = _loc1_ + "NIL";
return "[List " + _loc1_ + "]";
}
}
}