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id: row.GetString("id"),
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id: row.GetString(nameof(id)),
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public static object FromRow(CsvRow row) {
return New(
id: row.GetString(nameof(id)),
name: row.GetString(nameof(name)),
description: row.GetString(nameof(description)),
distance: row.GetFloat(nameof(distance)),
spriteOffset: row.GetFloat(nameof(spriteOffset)),
comboTree: row.GetString(nameof(comboTree)),
sprite: row.GetAsset<Texture>(nameof(sprite)),
attackPower: row.GetFloat(nameof(attackPower)),
attackSpeed: row.GetFloat(nameof(attackSpeed)),
speedBetweenCombos: row.GetFloat(nameof(speedBetweenCombos)),
burnChance: row.GetFloat(nameof(burnChance)),
bleedChance: row.GetFloat(nameof(bleedChance)),
loadoutSlotTweaks: row.GetConEgg<LoadoutSlotTweaks>(nameof(loadoutSlotTweaks))
);
}
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id: row.GetString("id"),
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id: row.GetString(nameof(id)),
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public static object FromRow(CsvRow row) {
return New(
id: row.GetString(nameof(id)),
name: row.GetString(nameof(name)),
description: row.GetString(nameof(description)),
distance: row.GetFloat(nameof(distance)),
spriteOffset: row.GetFloat(nameof(spriteOffset)),
comboTree: row.GetString(nameof(comboTree)),
sprite: row.GetAsset<Texture>(nameof(sprite)),
attackPower: row.GetFloat(nameof(attackPower)),
attackSpeed: row.GetFloat(nameof(attackSpeed)),
speedBetweenCombos: row.GetFloat(nameof(speedBetweenCombos)),
burnChance: row.GetFloat(nameof(burnChance)),
bleedChance: row.GetFloat(nameof(bleedChance)),
loadoutSlotTweaks: row.GetConEgg<LoadoutSlotTweaks>(nameof(loadoutSlotTweaks))
);
}