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Red Fog Mods


Amineri

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awesome, thanks guys ! (& / or gals if applicable) added both the 'Aliens Affected' mod & the 'Medikit / alien healing heals' mods for Red Fog to my EU patch 4 & think it's much improved / more viable an option. Don't think it tips balance in my favour very much really when lost turns for healing & inventory slots used for extra medikits are factored in. increases the importance of at least wounding them every turn (aliens that aim that is) it doesn't help as much or at all even against melee attackers (injuries hamper mobility?) or Grenade wielders, or Robotic units. Increases the effectiveness of the aliens (Thin Men) Poison Spit & Suppression to a fairly hefty level.

An easy way of adjusting the impact values of Red Fog would be awesome, i'm sure different users would like different values.

I think i'll try a search & replace (hex editor) to change aim impact down to 10% & 20% myself,, Think the Std. 45% chance at aliens in partial cover at distance down to 35% or 25% would be quite enough.

Wouldn't really want it making too much difference at close range & / or flanked.

Especially when poison effects are added on top of that if poisoned.

The 'impact only if Armour breached' may be a good idea too i suppose, probably reduce overall impact later in the game though i suppose

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I'm glad you are enjoying it!

 

I think it changes up the style of the game without necessarily just making it harder or easier. In particular with regeneration aliens (a la Long War) it makes for an interesting dynamic.

 

I've thought about making the aim/mobility decrease be more linear with the amount of HP lost. I think I'll probably but that in (instead of the "two-tier system" in vanilla) when I get around to updating the mod for EW.

 

And don't forget that SHIVs count as robotic, so aren't affected by Red Fog penalties.

 

Since narratively I imagine that such penalties are in part due to mechanical failures in armor / weapon (hence why the loss even when only in armor HP) as well as psychological effects, I'm also thinking of making robotic units suffer a Red Fog penalty -- just a smaller one.

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is this still work with custom mod ?!!

 

MOD_NAME=Red fog healing
AUTHOR=scarcow
DESCRIPTION=When Red fog is activated, healing will diminish (or even remove) the penalties caused by damage.

Version 1.0.1

Compatible with XCOM Enemy Unknown versions
- Patch 4 ( Changelist 356266 )

UPK_FILE=XComGame.upk
OFFSET=7926677
[MODDED_HEX]
{ Red fog healing }

{ before }
{ UNINSTALL }
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{ after }
{ INSTALL }
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07 55 19 9A 38 3A 01 C1 FE FF FF 38 3A 24 03 16 19 00 BC 7E 00 00 0B 00 00 00 00 00 00 1B 59 62 00 00 00 00 00 00 26 16 19 00 BC 7E 00 00 0A 00 00 00 00 00 00 1B E8 5D 00 00 00 00 00 00 16 06 D1 29 0A 96 19 2C 15 05 E2 7B 00 00 00 19 00 BD 7E 00 00 09 00 E2 7B 00 00 00 01 E2 7B 00 00 0A 8D 19 2C 17 06 93 19 0A FF FF 06 93 19 06 D1 29 0A 35 20 2C 06 07 32 20 82 7B 19 00 BD 7E 00 00 09 00 D9 7B 00 00 00 01 D9 7B 00 00 1F 00 16 18 60 00 84 19 19 00 BD 7E 00 00 09 00 E6 7B 00 00 00 01 E6 7B 00 00 0A 00 17 32 00 00 00 1B C2 3E 00 00 00 00 00 00 16 18 27 00 9B 38 3A 19 01 E9 F9 FF FF 09 00 AB FE FF FF 00 01 AB FE FF FF 38 3A 24 00 16 16 16 07 5A 1C 19 19 19 00 BD 7E 00 00 09 00 E6 7B 00 00 00 01 E6 7B 00 00 0A 00 63 B4 00 00 00 1B 7B 31 00 00 00 00 00 00 16 0C 00 EA A2 00 00 00 1B B8 36 00 00 00 00 00 00 2C 36 16 0F 00 B6 7E 00 00 19 19 2E D8 69 00 00 19 2E B3 56 00 00 19 01 E9 F9 FF FF 0A 00 F1 F9 FF FF 00 1C 69 FC FF FF 16 09 00 A5 55 00 00 00 01 A5 55 00 00 0A 00 C8 68 00 00 00 1B 72 35 00 00 00 00 00 00 16 DE 00 A6 2C 00 00 00 1B FE 52 00 00 00 00 00 00 70 70 70 1F 3C 69 6D 67 20 73 72 63 3D 27 00 1F 49 63 6F 6E 5F 4F 56 45 52 57 41 54 43 48 5F 48 54 4D 4C 00 16 1F 27 20 61 6C 69 67 6E 3D 27 62 61 73 65 6C 69 6E 65 27 20 76 73 70 61 63 65 3D 27 2D 31 30 27 20 77 69 64 74 68 3D 27 32 35 27 20 68 65 69 67 68 74 3D 27 32 35 27 3E 00 16 01 87 7E 00 00 16 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 38 3D 19 00 BD 7E 00 00 09 00 D8 7B 00 00 00 01 D8 7B 00 00 4A 4A 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 4A 4A 4A 20 AE 78 00 00 16 07 57 1C 77 00 B6 7E 00 00 2A 16 19 2E AE 78 00 00 00 B6 7E 00 00 67 00 00 00 00 00 00 1B 4E 3A 00 00 00 00 00 00 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 38 3D 19 00 BD 7E 00 00 09 00 D8 7B 00 00 00 01 D8 7B 00 00 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 16 06 BE 1D 0F 00 B6 7E 00 00 19 19 2E D8 69 00 00 19 2E B3 56 00 00 19 01 E9 F9 FF FF 0A 00 F1 F9 FF FF 00 1C 69 FC FF FF 16 09 00 A5 55 00 00 00 01 A5 55 00 00 0A 00 C8 68 00 00 00 1B 72 35 00 00 00 00 00 00 16 93 00 A6 2C 00 00 00 1B FE 52 00 00 00 00 00 00 19 00 BD 7E 00 00 09 00 D9 7B 00 00 00 01 D9 7B 00 00 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 38 3D 19 00 BD 7E 00 00 09 00 D8 7B 00 00 00 01 D8 7B 00 00 4A 4A 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 4A 4A 4A 20 6F 78 00 00 16 07 FC 1D 77 00 B6 7E 00 00 2A 16 19 2E 6F 78 00 00 00 B6 7E 00 00 70 00 00 00 00 00 00 1B 45 3A 00 00 00 00 00 00 00 BD 7E 00 00 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 38 3D 19 00 BD 7E 00 00 09 00 D8 7B 00 00 00 01 D8 7B 00 00 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 16 07 32 20 19 19 19 00 BD 7E 00 00 09 00 E6 7B 00 00 00 01 E6 7B 00 00 0A 00 63 B4 00 00 00 1B 7B 31 00 00 00 00 00 00 16 0C 00 EA A2 00 00 00 1B B8 36 00 00 00 00 00 00 2C 0A 16 0F 00 B6 7E 00 00 19 19 2E D8 69 00 00 19 2E B3 56 00 00 19 01 E9 F9 FF FF 0A 00 F1 F9 FF FF 00 1C 69 FC FF FF 16 09 00 A5 55 00 00 00 01 A5 55 00 00 0A 00 C8 68 00 00 00 1B 72 35 00 00 00 00 00 00 16 DF 00 A6 2C 00 00 00 1B FE 52 00 00 00 00 00 00 19 19 2E FE 2C 00 00 19 12 20 4F FE FF FF 0A 00 D8 F9 FF FF 00 1C F6 FB FF FF 16 09 00 98 F9 FF FF 00 01 98 F9 FF FF 09 00 F0 2C 00 00 00 01 F0 2C 00 00 0C 00 6F 76 00 00 00 1B 28 35 00 00 00 00 00 00 24 09 16 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 38 3D 19 00 BD 7E 00 00 09 00 D8 7B 00 00 00 01 D8 7B 00 00 4A 4A 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 4A 4A 4A 20 BB 78 00 00 16 07 32 20 77 00 B6 7E 00 00 2A 16 19 2E BB 78 00 00 00 B6 7E 00 00 69 00 00 00 00 00 00 1B 4F 3A 00 00 00 00 00 00 24 09 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 38 3D 19 00 BD 7E 00 00 09 00 D8 7B 00 00 00 01 D8 7B 00 00 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 16 06 D1 29 0A 04 22 2C 16 07 01 22 7B 19 00 BD 7E 00 00 09 00 D9 7B 00 00 00 01 D9 7B 00 00 1F 00 16 0F 00 B6 7E 00 00 19 19 2E D8 69 00 00 19 2E B3 56 00 00 19 01 E9 F9 FF FF 0A 00 F1 F9 FF FF 00 1C 69 FC FF FF 16 09 00 A5 55 00 00 00 01 A5 55 00 00 0A 00 C8 68 00 00 00 1B 72 35 00 00 00 00 00 00 16 93 00 A6 2C 00 00 00 1B FE 52 00 00 00 00 00 00 19 00 BD 7E 00 00 09 00 D9 7B 00 00 00 01 D9 7B 00 00 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 38 3D 19 00 BD 7E 00 00 09 00 D8 7B 00 00 00 01 D8 7B 00 00 4A 4A 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 4A 4A 4A 20 6F 78 00 00 16 07 01 22 77 00 B6 7E 00 00 2A 16 19 2E 6F 78 00 00 00 B6 7E 00 00 70 00 00 00 00 00 00 1B 45 3A 00 00 00 00 00 00 00 BD 7E 00 00 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 38 3D 19 00 BD 7E 00 00 09 00 D8 7B 00 00 00 01 D8 7B 00 00 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 16 06 D1 29 0A 67 22 2C 19 07 64 22 77 19 00 BD 7E 00 00 0A 00 88 7C 00 00 00 1B 38 34 00 00 00 00 00 00 16 2A 16 19 19 00 BD 7E 00 00 0A 00 88 7C 00 00 00 1B 38 34 00 00 00 00 00 00 16 0B 00 00 00 00 00 00 1B 66 5C 00 00 00 00 00 00 4A 16 06 D1 29 0A CA 22 2C 1A 07 C7 22 77 19 00 BD 7E 00 00 0A 00 88 7C 00 00 00 1B 38 34 00 00 00 00 00 00 16 2A 16 19 19 00 BD 7E 00 00 0A 00 88 7C 00 00 00 1B 38 34 00 00 00 00 00 00 16 0B 00 00 00 00 00 00 1B 66 5C 00 00 00 00 00 00 27 16 06 D1 29 0A 25 23 2C 1B 19 19 00 BD 7E 00 00 09 00 E6 7B 00 00 00 01 E6 7B 00 00 29 00 00 00 00 00 00 1B 68 5B 00 00 00 00 00 00 19 00 BD 7E 00 00 0A 00 88 7C 00 00 00 1B 38 34 00 00 00 00 00 00 16 16 06 D1 29 0A 49 23 2C 1C 07 46 23 9A 38 3A 01 C1 FE FF FF 38 3A 24 03 16 0B 0B 0B 0B 0B 0B 0B 0B 06 D1 29 0A E2 24 2C 1D 07 DF 24 9A 38 3A 01 C1 FE FF FF 38 3A 24 03 16 07 DF 24 82 77 00 BC 7E 00 00 2A 16 18 4A 00 84 9A 19 00 BD 7E 00 00 09 00 E2 7B 00 00 00 01 E2 7B 00 00 2C 2F 16 18 23 00 9A 19 00 BD 7E 00 00 09 00 E2 7B 00 00 00 01 E2 7B 00 00 2C 33 16 16 16 A1 1A 25 19 00 BC 7E 00 00 09 00 0C 31 00 00 00 01 0C 31 00 00 19 19 2E FE 2C 00 00 19 12 20 4F FE FF FF 0A 00 D8 F9 FF FF 00 1C F6 FB FF FF 16 09 00 98 F9 FF FF 00 01 98 F9 FF FF 09 00 F0 2C 00 00 00 01 F0 2C 00 00 01 00 F0 2C 00 00 00 26 16 19 00 BC 7E 00 00 8A 00 00 00 00 00 00 1B 25 63 00 00 00 00 00 00 92 19 00 BC 7E 00 00 0A 00 37 34 00 00 00 1B 2F 35 00 00 00 00 00 00 16 19 19 2E FE 2C 00 00 19 12 20 4F FE FF FF 0A 00 D8 F9 FF FF 00 1C F6 FB FF FF 16 09 00 98 F9 FF FF 00 01 98 F9 FF FF 09 00 F0 2C 00 00 00 01 F0 2C 00 00 01 00 F0 2C 00 00 00 26 16 16 06 D1 29 0A CB 29 2C 38 07 CB 29 77 00 BC 7E 00 00 2A 16 07 CB 29 19 00 BC 7E 00 00 0A 00 D1 B6 00 00 00 1B 9B 13 00 00 00 00 00 00 16 07 8F 26 9A 38 3A 19 01 E9 F9 FF FF 09 00 AB FE FF FF 00 01 AB FE FF FF 38 3A 24 00 16 07 8C 26 19 00 BC 7E 00 00 0A 00 17 32 00 00 00 1B C2 3E 00 00 00 00 00 00 16 19 19 2E D8 69 00 00 19 2E B3 56 00 00 19 01 E9 F9 FF FF 0A 00 F1 F9 FF FF 00 1C 69 FC FF FF 16 09 00 A5 55 00 00 00 01 A5 55 00 00 0A 00 C8 68 00 00 00 1B 72 35 00 00 00 00 00 00 16 C1 00 A6 2C 00 00 00 1B FE 52 00 00 00 00 00 00 19 19 2E FE 2C 00 00 19 12 20 4F FE FF FF 0A 00 D8 F9 FF FF 00 1C F6 FB FF FF 16 09 00 98 F9 FF FF 00 01 98 F9 FF FF 09 00 F0 2C 00 00 00 01 F0 2C 00 00 0C 00 6F 76 00 00 00 1B 28 35 00 00 00 00 00 00 24 08 16 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 24 03 4A 4A 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 4A 4A 4A 20 BB 78 00 00 16 06 3A 28 0F 00 B6 7E 00 00 19 19 2E D8 69 00 00 19 2E B3 56 00 00 19 01 E9 F9 FF FF 0A 00 F1 F9 FF FF 00 1C 69 FC FF FF 16 09 00 A5 55 00 00 00 01 A5 55 00 00 0A 00 C8 68 00 00 00 1B 72 35 00 00 00 00 00 00 16 C1 00 A6 2C 00 00 00 1B FE 52 00 00 00 00 00 00 19 19 2E FE 2C 00 00 19 12 20 4F FE FF FF 0A 00 D8 F9 FF FF 00 1C F6 FB FF FF 16 09 00 98 F9 FF FF 00 01 98 F9 FF FF 09 00 F0 2C 00 00 00 01 F0 2C 00 00 0C 00 6F 76 00 00 00 1B 28 35 00 00 00 00 00 00 24 08 16 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 24 03 4A 4A 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 4A 4A 4A 20 BB 78 00 00 16 07 3A 28 77 00 B6 7E 00 00 2A 16 19 2E BB 78 00 00 00 B6 7E 00 00 4B 00 00 00 00 00 00 1B 4F 3A 00 00 00 00 00 00 24 08 19 00 BC 7E 00 00 0A 00 D7 32 00 00 00 1B FE 32 00 00 00 00 00 00 16 24 03 19 00 BC 7E 00 00 09 00 C4 FE FF FF 00 01 C4 FE FF FF 16 07 CB 29 84 19 01 E9 F9 FF FF 0C 00 DF FE FF FF 00 1C 62 FA FF FF 24 02 16 18 22 00 19 01 E9 F9 FF FF 0C 00 DF FE FF FF 00 1C 62 FA FF FF 24 01 16 16 A5 19 2E 33 9F 00 00 19 2E 64 2D 00 00 19 12 20 4F FE FF FF 0A 00 D8 F9 FF FF 00 1C F6 FB FF FF 16 09 00 98 F9 FF FF 00 01 98 F9 FF FF 09 00 71 2D 00 00 00 01 71 2D 00 00 09 00 65 9E 00 00 00 01 65 9E 00 00 16 07 CB 29 9A 19 2E 33 9F 00 00 19 2E 64 2D 00 00 19 12 20 4F FE FF FF 0A 00 D8 F9 FF FF 00 1C F6 FB FF FF 16 09 00 98 F9 FF FF 00 01 98 F9 FF FF 09 00 71 2D 00 00 00 01 71 2D 00 00 09 00 65 9E 00 00 00 01 65 9E 00 00 2C 05 16 19 2E AB 3E 00 00 19 2E 45 FE FF FF 12 20 4F FE FF FF 0A 00 D7 F9 FF FF 00 1C F5 FB FF FF 16 09 00 D1 F9 FF FF 00 01 D1 F9 FF FF 0C 00 00 00 00 00 00 1B A0 6D 00 00 00 00 00 00 24 1B 16 0A FF FF 06 D1 29 A5 00 BB 7E 00 00 16 06 0B 00 07 CF 2A 9A 19 00 BD 7E 00 00 0A 00 1C 7C 00 00 00 1B 1E 35 00 00 00 00 00 00 16 2C 26 16 19 00 BC 7E 00 00 0A 00 00 00 00 00 00 1B A5 37 00 00 00 00 00 00 16 07 CC 2A 84 19 00 BC 7E 00 00 0A 00 B5 32 00 00 00 1B DB 3D 00 00 00 00 00 00 16 18 3F 00 19 00 BC 7E 00 00 29 00 AB FF FF FF 00 1B C6 3E 00 00 00 00 00 00 19 1C 69 FC FF FF 16 09 00 C5 FE FF FF 00 01 C5 FE FF FF 16 16 1C 54 FC FF FF 2E 9C FD FF FF 1C BC FC FF FF 1F 53 6F 75 6E 64 55 49 2E 48 75 6E 6B 65 72 44 6F 77 6E 43 75 65 00 20 9C FD FF FF 4A 16 27 4A 4A 4A 4A 16 06 BB 2B 07 BB 2B 9A 19 00 BD 7E 00 00 0A 00 1C 7C 00 00 00 1B 1E 35 00 00 00 00 00 00 16 2C 21 16 19 00 BC 7E 00 00 0A 00 00 00 00 00 00 1B DF 57 00 00 00 00 00 00 16 07 BB 2B 84 19 00 BC 7E 00 00 0A 00 B5 32 00 00 00 1B DB 3D 00 00 00 00 00 00 16 18 3F 00 19 00 BC 7E 00 00 29 00 AB FF FF FF 00 1B C6 3E 00 00 00 00 00 00 19 1C 69 FC FF FF 16 09 00 C5 FE FF FF 00 01 C5 FE FF FF 16 16 1C 54 FC FF FF 2E 9C FD FF FF 1C BC FC FF FF 1F 53 6F 75 6E 64 55 49 2E 4F 76 65 72 77 61 74 63 68 43 75 65 00 20 9C FD FF FF 4A 16 27 4A 4A 4A 4A 16 05 1C 7C 00 00 00 19 00 BD 7E 00 00 0A 00 1C 7C 00 00 00 1B 1E 35 00 00 00 00 00 00 16 0A E9 2B 2C 07 0A EE 2B 2C 11 0A 5B 2C 2C 43 19 19 00 BC 7E 00 00 0A 00 12 33 00 00 00 1B EA 33 00 00 00 00 00 00 16 3A 00 00 00 00 00 00 1B 15 04 00 00 00 00 00 00 19 00 BD 7E 00 00 09 00 E6 7B 00 00 00 01 E6 7B 00 00 00 BC 7E 00 00 00 BD 7E 00 00 16 06 5E 2C 0A FF FF 04 0B 53 00 00 00 02 01 02 00 FD 03 00 00 00 00 00 00

 

if still work .. I want to use it ..

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  • 1 month later...

I've had a few different requests for Red Fog mods, so am starting this thread as a place to collect them as created.

 

I used to think that Red Fog was applied to aliens in vanilla, but recently discovered / realized that it doesn't. This opens up the possibility of modding the Red Fog option to apply only when a soldier has lost HP greater than the armor HP.

 

However, the first mod I'm releasing simply makes aliens susceptible to Red Fog in the same manner as XCOM soldiers.

 

 

 

XGUnit.ApplyHPStatPenalties

change:
07 0F 00 1B CB 3C 00 00 00 00 00 00 16 04 0B

if(IsAlien_CheckByCharType())

	return;

to:
07 0F 00 1B CB 3C 00 00 00 00 00 00 16 0B 0B

if(IsAlien_CheckByCharType())

	null-ops;
 

 

 

 

Robotic units (SHIVs, Drones, Cyberdiscs, and Sectopods) are still unaffected.

 

 

The above hex code doesn't exist in that file for EW, but I tracked down the function and the equivalent change was easy enough to find. For EW, the change appears to be as above, except

 

07 0F 00 1B E7 43 00 00 00 00 00 00 16 04 0B

 

to

 

07 0F 00 1B E7 43 00 00 00 00 00 00 16 0B 0B

 

The code decompiles the way I would expect (nothing inside the if statement in question), and the game runs, and doesn't crash when a damaged sectoid takes a shot, but other than that I don't really know how to test whether that is in fact applying red fog to the aliens.

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  • 2 months later...
  • 2 months later...
Guest deleted3133620

 

Okay, as of the 2/25/14 EW patch, the correct change now seems to be

07 0F 00 1B 53 44 00 00 00 00 00 00 16 04 0B

to

07 0F 00 1B E3 44 00 00 00 00 00 00 16 0B 0B

 

 

Sorry to bump this back up. I really want to mod this in, yet I can't find the correct line in the executable with a search. Can I get an offset? Or is there something I'm doing wrong?

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For starters, the hex isn't in the executable, but is in XComGame.upk. However the upks are compressed, requiring they be decompressed before you can do any modding to them. There are various tools to decompress the upks, either Gildor's tool that works for all Unreal Engine games (pretty much) or specific ones like PatchUPK that is configured specifically for XCOM.

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  • 3 months later...

Code for PatcherGUI:

DESCRIPTION=Makes aliens susceptible to Red Fog in the same manner as XCOM soldiers.

UPK_FILE=XComGame.upk
OBJECT=XGUnit.ApplyHPStatPenalties

[FIND_CODE]
1B <IsAlien_CheckByCharType> 16 04 0B
[MODDED_CODE]
1B <IsAlien_CheckByCharType> 16 0B 0B
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If anyone is interested, made myself little mod to see if an alien is fatigued. Tested in vanilla.

DESCRIPTION=A note in shot overview.

UPK_FILE=XComGame.upk
OBJECT=UIUnitGermanMode.UpdateHeader:AUTO

[BEFORE_CODE]
03 4A 16 16 04 0B
[AFTER_CODE]
// A note in shot overview
/*
if(m_kUnit.m_iBWAimPenalty != 0)
{
    AS_SetAlienInformation((("<font color='#EE1C25'>" @ m_kUnit.SafeGetCharacterName()) @ "</font>") @ "<font size='16' color='#FFD038'>(Fatiqued)</font>", false, m_kUnit.IsExalt());
}
*/
03 4A 16 16 
07 A7 0A 9B 19 01 <UIUnitGermanMode.m_kUnit> 09 00 <XGUnit.m_iBWAimPenalty> 00 01 <XGUnit.m_iBWAimPenalty> 25 16
1B <AS_SetAlienInformation> A8 A8 A8 1F <%t "<font color='#EE1C25'>"> 19 01 <UIUnitGermanMode.m_kUnit> 0A 00 <XGUnitNativeBase.SafeGetCharacterName.ReturnValue> 00 1B <SafeGetCharacterName> 16 16 1F <%t "</font>"> 16 1F <%t "<font size='24' color='#FFD038'>(Fatigued)</font>"> 16 28 19 01 <UIUnitGermanMode.m_kUnit> 0A 00 <XGUnitNativeBase.IsExalt.ReturnValue> 00 1B <IsExalt> 16 16
04 0B

http://i.imgur.com/VdmCqdl.jpg

Edited by Drakous79
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  • 4 months later...

Started playing this game after all these years (the mod unfriendliness of it just pissed me off, but it's a little better now) , and (of course) can't help but get back into modding it... I've implemented this:

function ApplyHPStatPenalties(){
BB C9 00 00 51 60 00 00 00 00 00 00 A3 C9 00 00 00 00 00 00 00 00 00 00 A4 C9 00 00 00 00 00 00 EA 19 00 00 86 38 03 00 31 03 00 00 29 02 00 00
    local float fPct;

    if(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.CharacterHasProperty(GetCharacter().m_kChar.iType, 3)) 07 B0 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 14 10 00 00 00 1B 27 12 00 00 00 00 00 00 35 56 0F 00 00 58 0F 00 00 00 00 19 1B E5 37 00 00 00 00 00 00 16 09 00 03 B8 00 00 00 01 03 B8 00 00 2C 03 16
    {
        return; 04 0B
    }
    
    m_aCurrentStats[1] += m_iBWAimPenalty; A1 1A 26 01 63 3A 00 00 01 C6 C4 00 00 16
    m_aCurrentStats[3] += m_iBWMobPenalty; A1 1A 2C 03 01 63 3A 00 00 01 C5 C4 00 00 16

    fPct = float(1) - (float(GetUnitHP()) / float(GetUnitMaxHP())); 0F 00 A4 C9 00 00 AF 38 3F 26 AC 38 3F 1B 01 3C 00 00 00 00 00 00 16 38 3F 1B 04 3C 00 00 00 00 00 00 16 16 16

    m_iBWAimPenalty = int(fPct * (float(m_aCurrentStats[1]) / float(2))); 0F 01 C6 C4 00 00 38 44 AB 00 A4 C9 00 00 AC 38 3F 1A 26 01 63 3A 00 00 38 3F 2C 02 16 16
    m_iBWMobPenalty = int(fPct * (float(m_aCurrentStats[3]) / float(2))); 0F 01 C5 C4 00 00 38 44 AB 00 A4 C9 00 00 AC 38 3F 1A 2C 03 01 63 3A 00 00 38 3F 2C 02 16 16
        
    m_aCurrentStats[1] -= m_iBWAimPenalty; A2 1A 26 01 63 3A 00 00 01 C6 C4 00 00 16
    m_aCurrentStats[3] -= m_iBWMobPenalty; A2 1A 2C 03 01 63 3A 00 00 01 C5 C4 00 00 16   
0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B
//return;
04 0B 
53 00 00 00 02 00 02 00 78 04 00 00 00 00 00 00
}

Frees up 331 bytes for something more complex... (Haha! Just found out that doesn't even matter anymore since function length can now be changed! Life just got easy! I spoke too soon -- there's still some benefits to keeping the function size original)... maybe to add hard max values to m_iBWAimPenalty and m_iBWMobPenalty (not required imo), or use a nonlinear function to determine the penalty (that may be a little anal, not sure). The above code caps the penalties to just under half the value of the unit's max aim and max mobility (m_aCurrentStats[x] / 2) when at 1 health, with no penalty at full health, and appropriate linear penalties for health values in between (of course). It's a simple matter of changing the 2's to a higher number to decrease the penalty if desired.

 

Original code (latest EW as of this date):

BB C9 00 00 51 60 00 00 00 00 00 00 A3 C9 00 00 00 00 00 00 00 00 00 00 A4 C9 00 00 00 00 00 00 EA 19 00 00 86 38 03 00 31 03 00 00 29 02 00 00 07 0F 00 1B 53 44 00 00 00 00 00 00 16 04 0B 07 B0 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 14 10 00 00 00 1B 27 12 00 00 00 00 00 00 35 56 0F 00 00 58 0F 00 00 00 00 19 1B E5 37 00 00 00 00 00 00 16 09 00 03 B8 00 00 00 01 03 B8 00 00 2C 03 16 04 0B A1 1A 26 01 63 3A 00 00 8F 01 C6 C4 00 00 16 16 A1 1A 2C 03 01 63 3A 00 00 8F 01 C5 C4 00 00 16 16 0F 00 A4 C9 00 00 AC 38 3F 1B 01 3C 00 00 00 00 00 00 16 38 3F 1B 04 3C 00 00 00 00 00 00 16 16 07 2F 01 B3 00 A4 C9 00 00 38 3F 26 16 0F 01 C6 C4 00 00 25 0F 01 C5 C4 00 00 25 06 01 03 07 1F 02 B3 00 A4 C9 00 00 1E 00 00 00 3F 16 0F 01 C6 C4 00 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 05 00 46 32 00 00 00 1D F1 FF FF FF 0F 01 C5 C4 00 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 05 00 46 32 00 00 00 1D FE FF FF FF 06 01 03 0F 01 C6 C4 00 00 90 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 05 00 46 32 00 00 00 1D F1 FF FF FF 2C 02 16 0F 01 C5 C4 00 00 90 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 05 00 46 32 00 00 00 1D FE FF FF FF 2C 02 16 A1 1A 26 01 63 3A 00 00 01 C6 C4 00 00 16 A1 1A 2C 03 01 63 3A 00 00 01 C5 C4 00 00 16 04 0B 53 00 00 00 02 00 02 00 78 04 00 00 00 00 00 00

Modifed code (with updated jump):

BB C9 00 00 51 60 00 00 00 00 00 00 A3 C9 00 00 00 00 00 00 00 00 00 00 A4 C9 00 00 00 00 00 00 EA 19 00 00 86 38 03 00 99 02 00 00 29 02 00 00 07 A1 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 14 10 00 00 00 1B 27 12 00 00 00 00 00 00 35 56 0F 00 00 58 0F 00 00 00 00 19 1B E5 37 00 00 00 00 00 00 16 09 00 03 B8 00 00 00 01 03 B8 00 00 2C 03 16 04 0B A1 1A 26 01 63 3A 00 00 01 C6 C4 00 00 16 A1 1A 2C 03 01 63 3A 00 00 01 C5 C4 00 00 16 0F 00 A4 C9 00 00 AF 38 3F 26 AC 38 3F 1B 01 3C 00 00 00 00 00 00 16 38 3F 1B 04 3C 00 00 00 00 00 00 16 16 16 0F 01 C6 C4 00 00 38 44 AB 00 A4 C9 00 00 AC 38 3F 1A 26 01 63 3A 00 00 38 3F 2C 02 16 16 0F 01 C5 C4 00 00 38 44 AB 00 A4 C9 00 00 AC 38 3F 1A 2C 03 01 63 3A 00 00 38 3F 2C 02 16 16 A2 1A 26 01 63 3A 00 00 01 C6 C4 00 00 16 A2 1A 2C 03 01 63 3A 00 00 01 C5 C4 00 00 16 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 04 0B 53 00 00 00 02 00 02 00 78 04 00 00 00 00 00 00

P.S. you guys have it easy now compared to back in the day. :wink:

 

EDIT1: Small typo fixed and tested/verified.

 

As a side note, Using positive numbers for the penalty variables fixes the aiming info display for the fatigue penalty for me (before this code modification it was displaying as a bonus, rather than a penalty) -- that may have been caused by someone else's mod I have installed, dunno... either way it was just a display error. I found this code which was the cause of the display error for me (fixed by the above modifcation using positive values for m_iBWAimPenalty):

if(m_kUnit.m_iBWAimPenalty != 0)
{
     kInfo.arrHitPenaltyStrings.AddItem(PERKS().m_strPenaltyTitle[106]);
     kInfo.arrHitPenaltyValues.AddItem(-m_kUnit.m_iBWAimPenalty);
}

EDIT2: Both before and after the above modification, for me at least, Red Fog's penalty to mobility doesn't actually result in any reduced movement. I suspect my problem lies in GetMaxPathLength().

EDIT3: Testing confirms that (in my game at least) that m_aCurrentStats[3] always has a value of 0 (well, not always... just when it matters). Furthermore, nothing in GetMaxPathLength() even checks what value is in m_aCurrentStats[3]. I checked all my mods, and I don't believe I have anything running that makes any changes which would affect Red Fog... but I'm going to uninstall all of them and see if the issue persists in a pure vanilla state.

EDIT4: Re-verified cache integrity of the game via Steam, and confirmed the problems (Battle Fatigue showing as a bonus rather than a penalty on the aiming info card), and that Red Fog doesn't actually affect mobility are both issues present in a vanilla game (EW w/latest patch). Getting mobility penalties to work will require additional upk edits -- GetMaxPathLength() needs to return the movement distance with the penalty applied.

 

 

 

 

 

 

EDIT5:

 

So, I went ahead and fixed the issue... Red Fog's mobility penalty now works as expected in vanilla EW... tested and verified (albeit briefly). Here's the code changes:

 

function ApplyHPStatPenalties()
{
    local float fPct;

    if(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.CharacterHasProperty(GetCharacter().m_kChar.iType, 3))
    {
        return;
    }
    m_aCurrentStats[1] += m_iBWAimPenalty;
    fPct = float(1) - (float(GetUnitHP()) / float(GetUnitMaxHP()));
    m_iBWAimPenalty = int(fPct * (float(m_aCurrentStats[1]) / float(2)));
    m_iBWMobPenalty = 0;
    m_iBWMobPenalty = int(fPct * (float(GetMaxPathLength()) / float(2)));
    m_aCurrentStats[1] -= m_iBWAimPenalty;
    //return;    
}

Notice I don't touch m_aCurrentStats[3] since it does not have the desired effect;

Original hex code can be found at the top of the post... here's the modifed hex code:

 

BB C9 00 00 51 60 00 00 00 00 00 00 A3 C9 00 00 00 00 00 00 00 00 00 00 A4 C9 00 00 00 00 00 00 EA 19 00 00 86 38 03 00 89 02 00 00 29 02 00 00 07 A1 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 14 10 00 00 00 1B 27 12 00 00 00 00 00 00 35 56 0F 00 00 58 0F 00 00 00 00 19 1B E5 37 00 00 00 00 00 00 16 09 00 03 B8 00 00 00 01 03 B8 00 00 2C 03 16 04 0B A1 1A 26 01 63 3A 00 00 01 C6 C4 00 00 16 0F 00 A4 C9 00 00 AF 38 3F 26 AC 38 3F 1B 01 3C 00 00 00 00 00 00 16 38 3F 1B 04 3C 00 00 00 00 00 00 16 16 16 0F 01 C6 C4 00 00 38 44 AB 00 A4 C9 00 00 AC 38 3F 1A 26 01 63 3A 00 00 38 3F 2C 02 16 16 0F 01 C5 C4 00 00 25 0F 01 C5 C4 00 00 38 44 AB 00 A4 C9 00 00 AC 38 3F 1B CB 39 00 00 00 00 00 00 4A 16 38 3F 2C 02 16 16 A2 1A 26 01 63 3A 00 00 01 C6 C4 00 00 16 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 04 0B 53 00 00 00 02 00 02 00 78 04 00 00 00 00 00 00

And...

 

simulated event int GetMaxPathLength(optional bool bIgnorePoison)
{
    local int iMaxMobility;

    bIgnorePoison = false;
    iMaxMobility = (m_kCharacter.GetCharMaxPathLength() + m_aInventoryStats[3]) - XGUnit(self).m_iBWMobPenalty;

    if((GetAppliedAbility(31)) != none)
    {
        iMaxMobility += 4;
    }
    if(IsAffectedByAbility(72))
    {
        iMaxMobility += 4;
    }
    if(IsAffectedByAbility(74))
    {
        iMaxMobility += 2;
    }
    if(GetCharacter().HasUpgrade(122))
    {
        if((IsATank()) || IsAugmented())
        {
            iMaxMobility += 3;
        }
    }
    if((IsAugmented()) && GetInventory().HasItemOfType(22))
    {
        iMaxMobility += 4;
    }
    if(IsAffectedByAbility(57))
    {
        iMaxMobility *= 0.50;
    }
    if(!bIgnorePoison && IsPoisoned())
    {
        iMaxMobility *= 0.75000380;
    }
    if(IsAffectedByAbility(15))
    {
        iMaxMobility *= 0.50;
    }
    if(m_bWasJustStrangling && m_kCharacter.m_kChar.iType != 23)
    {
        iMaxMobility *= 0.250;
    }

    iMaxMobility = Max(iMaxMobility, 2);                                                                                                                                                                                                                                                                                  
    return iMaxMobility;
    //return ReturnValue;    
} 

Notice the mobility penalty applied at iMaxMobility = (m_kCharacter.GetCharMaxPathLength() + m_aInventoryStats[3]) - XGUnit(self).m_iBWMobPenalty;

 

Original hex:

EB 38 00 00 51 60 00 00 00 00 00 00 E2 38 00 00 00 00 00 00 00 00 00 00 E5 38 00 00 00 00 00 00 BB 09 00 00 D5 91 01 00 A5 04 00 00 4D 03 00 00 49 02 00 28 15 0F 00 E3 38 00 00 92 19 01 60 3A 00 00 0A 00 1D B8 00 00 00 1B F0 37 00 00 00 00 00 00 16 1A 2C 03 01 62 3A 00 00 16 07 B9 00 77 1B 86 37 00 00 00 00 00 00 2C 1F 16 2A 16 A1 00 E3 38 00 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 02 00 46 32 00 00 00 2C 04 16 07 33 01 1B 4E 44 00 00 00 00 00 00 2C 48 16 A1 00 E3 38 00 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 02 00 46 32 00 00 00 2C 04 16 07 AD 01 1B 4E 44 00 00 00 00 00 00 2C 4A 16 A1 00 E3 38 00 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 02 00 46 32 00 00 00 2C 02 16 07 59 02 19 1B E5 37 00 00 00 00 00 00 16 0C 00 2F B8 00 00 00 1B B7 3D 00 00 00 00 00 00 2C 7A 16 07 59 02 84 1B 68 44 00 00 00 00 00 00 16 18 0B 00 1B 70 44 00 00 00 00 00 00 16 16 A1 00 E3 38 00 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 02 00 46 32 00 00 00 2C 03 16 07 F8 02 82 1B 70 44 00 00 00 00 00 00 16 18 23 00 19 1B 56 39 00 00 00 00 00 00 16 0C 00 C8 BB 00 00 00 1B 75 3D 00 00 00 00 00 00 24 16 16 16 A1 00 E3 38 00 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 02 00 46 32 00 00 00 2C 04 16 07 8C 03 1B 4E 44 00 00 00 00 00 00 2C 39 16 9F 00 E3 38 00 00 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 05 00 46 32 00 00 00 1E 00 00 00 3F 16 0F 00 E3 38 00 00 FA 00 E3 38 00 00 2C 02 16 07 D8 03 82 81 2D 00 E5 38 00 00 16 18 0B 00 1B DC 45 00 00 00 00 00 00 16 16 9F 00 E3 38 00 00 AF 1E 00 00 80 3F 1E 00 00 80 3E 16 16 0F 00 E3 38 00 00 FA 00 E3 38 00 00 2C 02 16 07 15 04 1B 4E 44 00 00 00 00 00 00 2C 0F 16 9F 00 E3 38 00 00 AF 1E 00 00 80 3F 1E 00 00 00 3F 16 16 0F 00 E3 38 00 00 FA 00 E3 38 00 00 2C 02 16 07 90 04 82 2D 01 4A 3A 00 00 18 36 00 9B 35 56 0F 00 00 58 0F 00 00 00 00 19 01 60 3A 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 2C 17 16 16 9F 00 E3 38 00 00 AC AF 1E 00 00 C8 42 38 3F 2C 4B 16 1E 00 00 C8 42 16 16 0F 00 E3 38 00 00 FA 00 E3 38 00 00 2C 02 16 04 00 E3 38 00 00 04 3A E4 38 00 00 53 00 00 00 02 49 02 00 CB 39 00 00 00 00 00 00

Modified hex:

EB 38 00 00 51 60 00 00 00 00 00 00 E2 38 00 00 00 00 00 00 00 00 00 00 E5 38 00 00 00 00 00 00 BB 09 00 00 D5 91 01 00 C1 03 00 00 4D 03 00 00 49 02 00 28 15 0F 00 E3 38 00 00 93 92 19 01 60 3A 00 00 0A 00 1D B8 00 00 00 1B F0 37 00 00 00 00 00 00 16 1A 2C 03 01 62 3A 00 00 16 19 2E 3F CE 00 00 17 09 00 C5 C4 00 00 00 01 C5 C4 00 00 16 07 7C 00 77 1B 86 37 00 00 00 00 00 00 2C 1F 16 2A 16 A1 00 E3 38 00 00 2C 04 16 07 98 00 1B 4E 44 00 00 00 00 00 00 2C 48 16 A1 00 E3 38 00 00 2C 04 16 07 B4 00 1B 4E 44 00 00 00 00 00 00 2C 4A 16 A1 00 E3 38 00 00 2C 02 16 07 02 01 19 1B E5 37 00 00 00 00 00 00 16 0C 00 2F B8 00 00 00 1B B7 3D 00 00 00 00 00 00 2C 7A 16 07 02 01 84 1B 68 44 00 00 00 00 00 00 16 18 0B 00 1B 70 44 00 00 00 00 00 00 16 16 A1 00 E3 38 00 00 2C 03 16 07 43 01 82 1B 70 44 00 00 00 00 00 00 16 18 23 00 19 1B 56 39 00 00 00 00 00 00 16 0C 00 C8 BB 00 00 00 1B 75 3D 00 00 00 00 00 00 24 16 16 16 A1 00 E3 38 00 00 2C 04 16 07 62 01 1B 4E 44 00 00 00 00 00 00 2C 39 16 9F 00 E3 38 00 00 1E 00 00 00 3F 16 07 90 01 82 81 2D 00 E5 38 00 00 16 18 0B 00 1B DC 45 00 00 00 00 00 00 16 16 9F 00 E3 38 00 00 1E 3F 00 40 3F 16 07 AF 01 1B 4E 44 00 00 00 00 00 00 2C 0F 16 9F 00 E3 38 00 00 1E 00 00 00 3F 16 07 06 02 82 2D 01 4A 3A 00 00 18 36 00 9B 35 56 0F 00 00 58 0F 00 00 00 00 19 01 60 3A 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 2C 17 16 16 9F 00 E3 38 00 00 1E 00 00 80 3E 16 0F 00 E3 38 00 00 FA 00 E3 38 00 00 2C 02 16 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 04 00 E3 38 00 00 04 3A E4 38 00 00 53 00 00 00 02 49 02 00 CB 39 00 00 00 00 00 00

I don't know if/how any of the above applies to the Long War mod since I don't use it.

 

 

 

EDIT6:

 

I liked Drakous79's idea to add a "(Fatigued)" string after aliens' names... and since Wghost81's "Display Soldier XP, PsiXP and Mobility in Barracks and in Battle" mod also modifies that same function (UpdateHeader), I've combined the changes here... with 21 bytes to spare, but there's some more that can be freed up with additional code optimizations:

modified code: 13 2E 00 00 51 60 00 00 00 00 00 00 0E 2E 00 00 00 00 00 00 00 00 00 00 13 2E 00 00 00 00 00 00 9A 00 00 00 F8 15 00 00 D3 09 00 00 37 07 00 00 0F 00 12 2E 00 00 19 01 F2 2D 00 00 0A 00 D0 C9 00 00 00 1B E5 37 00 00 00 00 00 00 16 07 7B 08 84 19 01 F2 2D 00 00 0A 00 EC 37 00 00 00 1B 25 45 00 00 00 00 00 00 16 18 20 00 19 01 F2 2D 00 00 0A 00 EE 37 00 00 00 1B 12 46 00 00 00 00 00 00 16 16 07 61 01 9A 35 56 0F 00 00 58 0F 00 00 00 00 19 00 12 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 26 16 07 1C 01 7B 19 01 F2 2D 00 00 0A 00 02 38 00 00 00 1B BE 6A 00 00 00 00 00 00 16 1F 00 16 1B 5F 06 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 02 38 00 00 00 1B BE 6A 00 00 00 00 00 00 16 19 01 F2 2D 00 00 0A 00 08 38 00 00 00 1B C1 6A 00 00 00 00 00 00 16 1F 00 1F 00 28 16 06 53 01 1B 5F 06 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 00 38 00 00 00 1B C0 6A 00 00 00 00 00 00 16 01 F7 2D 00 00 1F 00 1F 00 28 16 1B 6F 06 00 00 00 00 00 00 28 16 06 93 07 0F 00 13 2E 00 00 2E 0F B9 00 00 00 12 2E 00 00 07 D7 01 19 01 F2 2D 00 00 0A 00 E7 38 00 00 00 1B 68 44 00 00 00 00 00 00 16 0F 00 0F 2E 00 00 19 01 F2 2D 00 00 0A 00 C8 C9 00 00 00 1B 66 3B 00 00 00 00 00 00 16 14 2D 00 10 2E 00 00 27 06 1E 02 0F 00 0F 2E 00 00 35 94 0F 00 00 99 0F 00 00 00 00 19 00 13 2E 00 00 09 00 D4 B8 00 00 00 01 D4 B8 00 00 14 2D 00 10 2E 00 00 28 07 61 05 35 4E 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 1B 5F 06 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 02 38 00 00 00 1B BE 6A 00 00 00 00 00 00 16 70 70 70 70 70 1F 58 50 3A 20 00 38 53 19 00 13 2E 00 00 0A 00 0B B9 00 00 00 1B 57 3C 00 00 00 00 00 00 16 16 1F 2F 00 16 38 53 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 F3 85 00 00 00 1B 58 3C 00 00 00 00 00 00 92 35 94 0F 00 00 99 0F 00 00 00 00 19 00 13 2E 00 00 09 00 D4 B8 00 00 00 01 D4 B8 00 00 26 16 16 16 1F 20 20 20 00 16 70 70 70 70 70 1F 50 73 69 58 50 3A 20 00 38 53 19 00 13 2E 00 00 0A 00 05 B9 00 00 00 1B 0A 3B 00 00 00 00 00 00 16 16 1F 2F 00 16 38 53 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 F6 85 00 00 00 1B 0B 3B 00 00 00 00 00 00 92 35 93 0F 00 00 99 0F 00 00 00 00 19 00 13 2E 00 00 09 00 D4 B8 00 00 00 01 D4 B8 00 00 26 16 16 16 1F 20 20 20 00 16 19 01 F2 2D 00 00 0A 00 08 38 00 00 00 1B C1 6A 00 00 00 00 00 00 16 16 16 12 20 EC 2F 00 00 AD 00 E4 2E 00 00 00 1B FE 37 00 00 00 00 00 00 38 3A 19 01 F2 2D 00 00 0A 00 D2 C9 00 00 00 1B 77 3B 00 00 00 00 00 00 16 2D 35 4E 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 12 20 A7 71 00 00 3B 00 8F 71 00 00 00 1B 45 3D 00 00 00 00 00 00 35 54 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 16 16 12 20 EC 2F 00 00 1D 00 DF 2E 00 00 00 1B 1A 3B 00 00 00 00 00 00 00 0F 2E 00 00 2D 00 10 2E 00 00 16 19 00 13 2E 00 00 0A 00 FD B8 00 00 00 1B 2C 4C 00 00 00 00 00 00 16 16 06 93 07 1B 5F 06 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 02 38 00 00 00 1B BE 6A 00 00 00 00 00 00 16 70 70 70 70 70 1F 58 50 3A 20 00 38 53 19 00 13 2E 00 00 0A 00 0B B9 00 00 00 1B 57 3C 00 00 00 00 00 00 16 16 1F 2F 00 16 38 53 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 F3 85 00 00 00 1B 58 3C 00 00 00 00 00 00 92 35 94 0F 00 00 99 0F 00 00 00 00 19 00 13 2E 00 00 09 00 D4 B8 00 00 00 01 D4 B8 00 00 26 16 16 16 1F 20 20 20 00 16 19 01 F2 2D 00 00 0A 00 08 38 00 00 00 1B C1 6A 00 00 00 00 00 00 16 16 12 20 EC 2F 00 00 AD 00 E4 2E 00 00 00 1B FE 37 00 00 00 00 00 00 38 3A 19 01 F2 2D 00 00 0A 00 D2 C9 00 00 00 1B 77 3B 00 00 00 00 00 00 16 2D 35 4E 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 12 20 A7 71 00 00 3B 00 8F 71 00 00 00 1B 45 3D 00 00 00 00 00 00 35 54 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 16 16 12 20 EC 2F 00 00 1D 00 DF 2E 00 00 00 1B 1A 3B 00 00 00 00 00 00 00 0F 2E 00 00 2D 00 10 2E 00 00 16 19 00 13 2E 00 00 0A 00 FD B8 00 00 00 1B 2C 4C 00 00 00 00 00 00 16 16 1B 70 06 00 00 00 00 00 00 70 70 70 1F 4D 6F 62 69 6C 69 74 79 3A 20 00 38 53 19 01 F2 2D 00 00 0B 00 E4 38 00 00 00 1B CB 39 00 00 00 00 00 00 4A 16 16 1F 20 20 00 16 A8 01 FB 2D 00 00 38 53 19 01 F2 2D 00 00 0A 00 D3 3A 00 00 00 1B 04 3C 00 00 00 00 00 00 16 16 16 A8 01 FA 2D 00 00 38 53 1B 44 3C 00 00 00 00 00 00 01 F2 2D 00 00 16 16 A8 01 F9 2D 00 00 38 53 19 01 F2 2D 00 00 0A 00 61 C8 00 00 00 1B 71 3A 00 00 00 00 00 00 16 16 A8 01 F8 2D 00 00 38 53 1B 8D 38 00 00 00 00 00 00 01 F2 2D 00 00 16 16 16 1B 6F 06 00 00 00 00 00 00 28 16 06 D0 09 07 45 09 9B 19 01 F2 2D 00 00 09 00 C6 C4 00 00 00 01 C6 C4 00 00 25 16 1B 29 06 00 00 00 00 00 00 A8 A8 A8 1F 3C 66 6F 6E 74 20 63 6F 6C 6F 72 3D 27 23 45 45 31 43 32 35 27 3E 00 19 01 F2 2D 00 00 0A 00 00 38 00 00 00 1B C0 6A 00 00 00 00 00 00 16 16 1F 3C 2F 66 6F 6E 74 3E 00 16 1F 3C 66 6F 6E 74 20 73 69 7A 65 3D 27 32 34 27 20 63 6F 6C 6F 72 3D 27 23 46 46 44 30 33 38 27 3E 28 46 61 74 69 67 75 65 64 29 3C 2F 66 6F 6E 74 3E 00 16 28 19 01 F2 2D 00 00 0A 00 F5 37 00 00 00 1B EB 44 00 00 00 00 00 00 16 16 06 B0 09 1B 29 06 00 00 00 00 00 00 12 20 EC 2F 00 00 2C 00 D3 2E 00 00 00 1B 34 39 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 00 38 00 00 00 1B C0 6A 00 00 00 00 00 00 16 2C 03 4A 16 28 19 01 F2 2D 00 00 0A 00 F5 37 00 00 00 1B EB 44 00 00 00 00 00 00 16 16 1B 6F 06 00 00 00 00 00 00 27 16 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 04 0B 53 00 00 00 03 01 04 00 AD 7B 00 00 00 00 00 00
private final simulated function UpdateHeader()
{
    local XGCharacter_Soldier kCharacterSoldier;
    local XGCharacter kChar;
    local bool bIsFriendly, bIsShiv;
    local int iRank;

    kChar = m_kUnit.GetCharacter();

    if(m_kUnit.isHuman() || m_kUnit.IsShiv())
    {
        if(kChar.m_kChar.iType == 1)
        {
            if(m_kUnit.SafeGetCharacterFullName() != "")
            {
                AS_SetSoldierInformation(m_kUnit.SafeGetCharacterFullName(), m_kUnit.SafeGetCharacterNickname(), "", "", false);
            }
            else
            {
                AS_SetSoldierInformation(m_kUnit.SafeGetCharacterName(), m_strCivilianNickname, "", "", false);
            }
            AS_SetUnitAllegiance(false);
        }
        else
        {
            kCharacterSoldier = XGCharacter_Soldier(kChar);
            if(m_kUnit.IsATank())
            {
                iRank = m_kUnit.GetSHIVRank();
                bIsShiv = true;
            }
            else
            {
                iRank = kCharacterSoldier.m_kSoldier.iRank;
                bIsShiv = false;
            }
            if(kCharacterSoldier.m_kChar.bHasPsiGift)
            {
                AS_SetSoldierInformation(m_kUnit.SafeGetCharacterFullName(), (((("XP: " $ string(kCharacterSoldier.GetXP())) $ "/") $ string(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.GetXPRequired(kCharacterSoldier.m_kSoldier.iRank + 1))) $ "   ") $ ((((("PsiXP: " $ string(kCharacterSoldier.GetPsiXP())) $ "/") $ string(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.GetPsiXPRequired(kCharacterSoldier.m_kSoldier.iPsiRank + 1))) $ "   ") $ m_kUnit.SafeGetCharacterNickname()), class'UIUtilities'.static.GetClassLabel(m_kUnit.GetSoldierClass(), kCharacterSoldier.m_kChar.bHasPsiGift, class'XComPerkManager'.static.HasAnyGeneMod(kCharacterSoldier.m_kChar.aUpgrades)), class'UIUtilities'.static.GetRankLabel(iRank, bIsShiv), kCharacterSoldier.LeveledUp());
            }
            else
            {
                AS_SetSoldierInformation(m_kUnit.SafeGetCharacterFullName(), (((("XP: " $ string(kCharacterSoldier.GetXP())) $ "/") $ string(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.GetXPRequired(kCharacterSoldier.m_kSoldier.iRank + 1))) $ "   ") $ m_kUnit.SafeGetCharacterNickname(), class'UIUtilities'.static.GetClassLabel(m_kUnit.GetSoldierClass(), kCharacterSoldier.m_kChar.bHasPsiGift, class'XComPerkManager'.static.HasAnyGeneMod(kCharacterSoldier.m_kChar.aUpgrades)), class'UIUtilities'.static.GetRankLabel(iRank, bIsShiv), kCharacterSoldier.LeveledUp());
            }
        }
        AS_SetUnitStats((("Mobility: " $ string(m_kUnit.GetMaxPathLength())) $ "  ") $ (m_strHealthLabel @ string(m_kUnit.GetUnitMaxHP())), m_strWillLabel @ string(GetWillBonus(m_kUnit)), m_strOffenseLabel @ string(m_kUnit.GetOffense()), m_strDefenseLabel @ string(GetDefenseBonus(m_kUnit)));
        AS_SetUnitAllegiance(false);
    }
    else
    {
        if(m_kUnit.m_iBWAimPenalty != 0)
        {
            AS_SetAlienInformation((("<font color='#EE1C25'>" @ m_kUnit.SafeGetCharacterName()) @ "</font>") @ "<font size='24' color='#FFD038'>(Fatigued)</font>", false, m_kUnit.IsExalt());
        }
        else
        {
            AS_SetAlienInformation(class'UIUtilities'.static.GetHTMLColoredText(m_kUnit.SafeGetCharacterName(), 3), false, m_kUnit.IsExalt());
        }
        AS_SetUnitAllegiance(true);                                                                                                                                                                        
    }
    //return;    
}

Alternatively:

13 2E 00 00 51 60 00 00 00 00 00 00 0E 2E 00 00 00 00 00 00 00 00 00 00 13 2E 00 00 00 00 00 00 9A 00 00 00 F8 15 00 00 D7 09 00 00 37 07 00 00 0F 00 12 2E 00 00 19 01 F2 2D 00 00 0A 00 D0 C9 00 00 00 1B E5 37 00 00 00 00 00 00 16 07 7C 08 84 19 01 F2 2D 00 00 0A 00 EC 37 00 00 00 1B 25 45 00 00 00 00 00 00 16 18 20 00 19 01 F2 2D 00 00 0A 00 EE 37 00 00 00 1B 12 46 00 00 00 00 00 00 16 16 07 61 01 9A 35 56 0F 00 00 58 0F 00 00 00 00 19 00 12 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 26 16 07 1C 01 7B 19 01 F2 2D 00 00 0A 00 02 38 00 00 00 1B BE 6A 00 00 00 00 00 00 16 1F 00 16 1B 5F 06 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 02 38 00 00 00 1B BE 6A 00 00 00 00 00 00 16 19 01 F2 2D 00 00 0A 00 08 38 00 00 00 1B C1 6A 00 00 00 00 00 00 16 1F 00 1F 00 28 16 06 53 01 1B 5F 06 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 00 38 00 00 00 1B C0 6A 00 00 00 00 00 00 16 01 F7 2D 00 00 1F 00 1F 00 28 16 1B 6F 06 00 00 00 00 00 00 28 16 06 93 07 0F 00 13 2E 00 00 2E 0F B9 00 00 00 12 2E 00 00 07 D7 01 19 01 F2 2D 00 00 0A 00 E7 38 00 00 00 1B 68 44 00 00 00 00 00 00 16 0F 00 0F 2E 00 00 19 01 F2 2D 00 00 0A 00 C8 C9 00 00 00 1B 66 3B 00 00 00 00 00 00 16 14 2D 00 10 2E 00 00 27 06 1E 02 0F 00 0F 2E 00 00 35 94 0F 00 00 99 0F 00 00 00 00 19 00 13 2E 00 00 09 00 D4 B8 00 00 00 01 D4 B8 00 00 14 2D 00 10 2E 00 00 28 07 61 05 35 4E 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 1B 5F 06 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 02 38 00 00 00 1B BE 6A 00 00 00 00 00 00 16 70 70 70 70 70 1F 58 50 3A 20 00 38 53 19 00 13 2E 00 00 0A 00 0B B9 00 00 00 1B 57 3C 00 00 00 00 00 00 16 16 1F 2F 00 16 38 53 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 F3 85 00 00 00 1B 58 3C 00 00 00 00 00 00 92 35 94 0F 00 00 99 0F 00 00 00 00 19 00 13 2E 00 00 09 00 D4 B8 00 00 00 01 D4 B8 00 00 26 16 16 16 1F 20 20 20 00 16 70 70 70 70 70 1F 50 73 69 58 50 3A 20 00 38 53 19 00 13 2E 00 00 0A 00 05 B9 00 00 00 1B 0A 3B 00 00 00 00 00 00 16 16 1F 2F 00 16 38 53 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 F6 85 00 00 00 1B 0B 3B 00 00 00 00 00 00 92 35 93 0F 00 00 99 0F 00 00 00 00 19 00 13 2E 00 00 09 00 D4 B8 00 00 00 01 D4 B8 00 00 26 16 16 16 1F 20 20 20 00 16 19 01 F2 2D 00 00 0A 00 08 38 00 00 00 1B C1 6A 00 00 00 00 00 00 16 16 16 12 20 EC 2F 00 00 AD 00 E4 2E 00 00 00 1B FE 37 00 00 00 00 00 00 38 3A 19 01 F2 2D 00 00 0A 00 D2 C9 00 00 00 1B 77 3B 00 00 00 00 00 00 16 2D 35 4E 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 12 20 A7 71 00 00 3B 00 8F 71 00 00 00 1B 45 3D 00 00 00 00 00 00 35 54 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 16 16 12 20 EC 2F 00 00 1D 00 DF 2E 00 00 00 1B 1A 3B 00 00 00 00 00 00 00 0F 2E 00 00 2D 00 10 2E 00 00 16 19 00 13 2E 00 00 0A 00 FD B8 00 00 00 1B 2C 4C 00 00 00 00 00 00 16 16 06 93 07 1B 5F 06 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 02 38 00 00 00 1B BE 6A 00 00 00 00 00 00 16 70 70 70 70 70 1F 58 50 3A 20 00 38 53 19 00 13 2E 00 00 0A 00 0B B9 00 00 00 1B 57 3C 00 00 00 00 00 00 16 16 1F 2F 00 16 38 53 19 19 2E 54 32 00 00 19 12 20 35 FE FF FF 0A 00 92 F9 FF FF 00 1C D5 FB FF FF 16 09 00 50 F9 FF FF 00 01 50 F9 FF FF 09 00 46 32 00 00 00 01 46 32 00 00 3E 00 F3 85 00 00 00 1B 58 3C 00 00 00 00 00 00 92 35 94 0F 00 00 99 0F 00 00 00 00 19 00 13 2E 00 00 09 00 D4 B8 00 00 00 01 D4 B8 00 00 26 16 16 16 1F 20 20 20 00 16 19 01 F2 2D 00 00 0A 00 08 38 00 00 00 1B C1 6A 00 00 00 00 00 00 16 16 12 20 EC 2F 00 00 AD 00 E4 2E 00 00 00 1B FE 37 00 00 00 00 00 00 38 3A 19 01 F2 2D 00 00 0A 00 D2 C9 00 00 00 1B 77 3B 00 00 00 00 00 00 16 2D 35 4E 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 12 20 A7 71 00 00 3B 00 8F 71 00 00 00 1B 45 3D 00 00 00 00 00 00 35 54 0F 00 00 58 0F 00 00 00 00 19 00 13 2E 00 00 09 00 03 B8 00 00 00 01 03 B8 00 00 16 16 12 20 EC 2F 00 00 1D 00 DF 2E 00 00 00 1B 1A 3B 00 00 00 00 00 00 00 0F 2E 00 00 2D 00 10 2E 00 00 16 19 00 13 2E 00 00 0A 00 FD B8 00 00 00 1B 2C 4C 00 00 00 00 00 00 16 16 1B 70 06 00 00 00 00 00 00 70 70 70 1F 4D 6F 62 69 6C 69 74 79 3A 20 00 38 53 19 01 F2 2D 00 00 0B 00 E4 38 00 00 00 1B CB 39 00 00 00 00 00 00 4A 16 16 1F 20 20 00 16 A8 01 FB 2D 00 00 38 53 1A 25 19 01 F2 2D 00 00 09 00 63 3A 00 00 00 01 63 3A 00 00 16 16 A8 01 FA 2D 00 00 38 53 1B 44 3C 00 00 00 00 00 00 01 F2 2D 00 00 16 16 A8 01 F9 2D 00 00 38 53 19 01 F2 2D 00 00 0A 00 61 C8 00 00 00 1B 71 3A 00 00 00 00 00 00 16 16 A8 01 F8 2D 00 00 38 53 1B 8D 38 00 00 00 00 00 00 01 F2 2D 00 00 16 16 16 1B 6F 06 00 00 00 00 00 00 28 16 06 D4 09 07 46 09 9B 19 01 F2 2D 00 00 09 00 C6 C4 00 00 00 01 C6 C4 00 00 25 16 1B 29 06 00 00 00 00 00 00 A8 A8 A8 1F 3C 66 6F 6E 74 20 63 6F 6C 6F 72 3D 27 23 45 45 31 43 32 35 27 3E 00 19 01 F2 2D 00 00 0A 00 00 38 00 00 00 1B C0 6A 00 00 00 00 00 00 16 16 1F 3C 2F 66 6F 6E 74 3E 00 16 1F 3C 66 6F 6E 74 20 73 69 7A 65 3D 27 32 34 27 20 63 6F 6C 6F 72 3D 27 23 46 46 44 30 33 38 27 3E 28 46 61 74 69 67 75 65 64 29 3C 2F 66 6F 6E 74 3E 00 16 28 19 01 F2 2D 00 00 0A 00 F5 37 00 00 00 1B EB 44 00 00 00 00 00 00 16 16 06 B1 09 1B 29 06 00 00 00 00 00 00 12 20 EC 2F 00 00 2C 00 D3 2E 00 00 00 1B 34 39 00 00 00 00 00 00 19 01 F2 2D 00 00 0A 00 00 38 00 00 00 1B C0 6A 00 00 00 00 00 00 16 2C 03 4A 16 28 19 01 F2 2D 00 00 0A 00 F5 37 00 00 00 1B EB 44 00 00 00 00 00 00 16 16 1B 6F 06 00 00 00 00 00 00 27 16 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 04 0B 53 00 00 00 03 01 04 00 AD 7B 00 00 00 00 00 00
swapped: 19 01 F2 2D 00 00 0A 00 D3 3A 00 00 00 1B 04 3C 00 00 00 00 00 00 16 = m_kUnit.GetUnitMaxHP()
with: 1A 25 19 01 F2 2D 00 00 09 00 63 3A 00 00 00 01 63 3A 00 00 = m_kUnit.m_aCurrentStats[0]
... which frees up another 3 bytes and the info displayed is more consistent with everything else (current stats, rather than max stats).
Edited by Daemonjax
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