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feat: Add RTX4080, sync from doc website
1 parent c61814c commit 4915870

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.idea/other.xml

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app/src/main/assets/How to edit PC Simulator Save Files.htm

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@@ -26,11 +26,14 @@ <h1>How to edit PC Simulator Save files</h1>
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2. In the save editor, click open file, then select your save. <br>
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You might experience lag, but its fine. However, if it crashes, try the other way (How to use PC Simulator Save Editor)<br>
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It should automatically decrypt it for you. If that's not the case, you probably disabled it.<br>
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3. It should look something like this:
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<img src="Screenshot_20240825_165212_PC%20Simulator%20Save%20Editor.png" style='height:10%;' alt="Highlighted text of PC Simulator Save"><br>
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3. It should look something like this: <br>
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<code>
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{"spawnId":<mark>"WallMount"</mark>, "id":-205222503
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</code><br>
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4. Change it to a valid text (case sensitive)
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<pre>
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- RTX4080Ti
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- RTX4080
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- Projector
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- Cube
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- Pillow

app/src/main/assets/Illegal items.htm

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@@ -40,6 +40,9 @@ <h3>RTX4080Ti</h3>
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This was originally going to be implemented as a normal item, but it was too big to fit into computers and thus was made an illegal item.<br>
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Plus, it gets a random score at benchmarks and mining.<br>
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BTW, no Ti variant of the 4080 exists.
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<h3>RTX4080</h3>
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A newly discovered illegal item.<br>
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It has the same texture, size and shape, and benchmark and wattage score as the RTX4080Ti.
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<h3>Pillow</h3>
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Just a pillow.
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<h3>Cube</h3>

app/src/main/assets/PC Simulator Save Files.htm

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@@ -76,7 +76,7 @@ <h2>Second line of a save</h2><br>
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</pre><br><br>
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The <code>id</code> property is like a UUID, assigned to each object. Make sure none conflicts with each other! This property cannot be changed after the object has been created without the use of save editors or hacks.<br>
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The <code>pos</code> property relates to the position of the object in 3D (X, Y, Z). <br>
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The <code>rot</code> property relates to the rotation of the object in 3D (4D?). What is the W property? West? Weight?<br>
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The <code>rot</code> property relates to the quaternion of the object.<br>
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The <code>data</code> property is specific to each <code>spawnId</code>, containing it's data. <br><br>
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</p>
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app/src/main/assets/Source/PC Simulator source code introduction.htm

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@@ -27,7 +27,7 @@ <h1>PC Simulator Source Code documentation</h1><br><br>
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This topic documents extensively about the PC Simulator source code.<br><br>
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However, starting from version 1.6, the scripting backend was switched to <a href="https://docs.unity3d.com/Manual/IL2CPP.html">il2cpp</a>, meaning that features that are implemented from version 1.6 and onwards are reference only.
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However, starting from version 1.6, the scripting backend was switched to <a href="https://docs.unity3d.com/Manual/IL2CPP.html">il2cpp</a>, meaning that features that are implemented from version 1.6 and onwards are C only.
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</BODY>
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</HTML>

app/src/main/assets/Source/Yiming.AntiCheat.htm

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@@ -68,23 +68,7 @@ <h1><img src='../assets/Namespace.svg' alt='Namespace' style='height:4%;'/> Yimi
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<code>public static void OnCheatDetected() { }</code><br><br>
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A method which executes a code when a cheat is detected.</li>
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<li><span class="caret"></span><h3><img src='..\assets\Event.svg' alt='Event' style='height:3%;'/> CheatDetected</h3>
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<pre>
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public static event Action CheatDetected
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{
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[Token(Token = "0x6000827")]
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[Address(RVA = "0x895DD8", Offset = "0x895DD8", VA = "0x895DD8")]
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[CompilerGenerated]
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add
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{
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}
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[Token(Token = "0x6000828")]
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[Address(RVA = "0x895E90", Offset = "0x895E90", VA = "0x895E90")]
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[CompilerGenerated]
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remove
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{
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}
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}
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</pre><br><br>
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<pre>public static event Action CheatDetected</pre><br><br>
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An event which notifies clients of this event when a cheat is detected.
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<ul class="nested">
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<li><h4><img src='..\assets\Method.svg' alt='Method' style='height:3%;'/>add</h4></li>

app/src/main/assets/Terminologies.htm

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@@ -33,14 +33,14 @@ <h2>Save format terminology</h2>
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<h2>Source code terminology</h2>
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Namespaces (or packages) (represented by this icon <img src='assets/Namespace.svg' alt='Namespace' style='height:3%;' \>) are the root of classes.<br>
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Namespaces (or packages) (represented by this icon <img src='assets/Namespace.svg' alt='Namespace' style='height:3%;' \>) are like Java packages.<br>
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Classes (represented by this icon <img src='assets/Class.svg' alt='Class' style='height:3%;' \>) are sort of like Java classes.<br>
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Events (represented by this icon <img src='assets/Event.svg' alt='Event' style='height:3%;' \>) call other classes when something happens.<br>
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Members (or properties) (represented by this icon <img src='assets/Member.svg' alt='Member' style='height:3%;' \>) are sort of like variables, but with properties.<br>
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Operators (represented by this icon <img src='assets/Operator.svg' alt='Operator' style='height:3%;' \>) are sort of like overloaded operators.<br>
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Members (or properties) (represented by this icon <img src='assets/Member.svg' alt='Member' style='height:3%;' \>) are sort of like variables, but with getters and setters built into them.<br>
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Operators (represented by this icon <img src='assets/Operator.svg' alt='Operator' style='height:3%;' \>) are like operators to cast class into a class.<br>
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Fields (or variables) (represented by this icon <img src='assets/Field.svg' alt='Field' style='height:3%;' \>) are like variables.<br>
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Methods (or voids) (represented by this icon <img src='assets/Method.svg' alt='Method' style='height:3%;' \>) are like voids in Java.<br>
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A struct (represented by this icon <img src='assets/Struct.svg' alt='Struct' style='height:3%;' \>) is like a struct in C. <br>
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A struct (represented by this icon <img src='assets/Struct.svg' alt='Struct' style='height:3%;' \>) is like a struct in C++. <br>
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Private refers to anything in its class that can only be accessed by itself.<br>
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Public refers to anything that can be used by other classes.
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app/src/main/assets/insertJSON.json

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"long": false
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}
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},
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{
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"name": "RTX4080",
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"type": "nothing",
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"additional": {},
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"action": {
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"property": "RTX4080",
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"long": false
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}
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},
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{
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"name": "@pillow",
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"type": "nothing",

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