Added more notes and orgamized the files again
This commit is contained in:
parent
1f1a87ac0b
commit
8fd215aec0
15 changed files with 201 additions and 118 deletions
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@ -5,6 +5,8 @@ I adore this mod and want to give both credit and a huge thank you to Saty for t
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I am slowly working my way through the list of bugs as seen below.
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# Bug Status
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Notes: Bug list compiled from last known bug list of version 1488
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@ -29,6 +31,13 @@ Known Bugs:
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- Chat sometimes empty for remote players
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- Upgrades sometimes does not get applied to All players
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#Notes Status
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Files in the following folders still need notes:
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- Custom UI
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- Networking
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- Packets
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- Patches
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---------------------------------------------------------------------------------
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Origional File From SatyPardus
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@ -1,4 +1,5 @@
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using System;
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using Microsoft.Win32;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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@ -10,6 +11,45 @@ namespace SRMultiplayer
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public string inputString = "";
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public event Action<string> OnInputText;
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/// <summary>
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/// Handle updates the console
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/// This is to catch key presses and process them
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/// </summary>
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public void Update()
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{
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if (Console.KeyAvailable)
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{
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ConsoleKeyInfo consoleKeyInfo = Console.ReadKey();
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switch (consoleKeyInfo.Key)
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{
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case ConsoleKey.Enter: this.OnEnter(); break;
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case ConsoleKey.Backspace: this.OnBackspace(); break;
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case ConsoleKey.Escape: this.OnEscape(); break;
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case ConsoleKey.UpArrow: this.GetCommand(1); break;
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case ConsoleKey.DownArrow: this.GetCommand(-1); break;
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default:
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//check if pressed key is a character
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bool flag = consoleKeyInfo.KeyChar > '\0';
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if (flag)
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{
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//if so at it tothe input line
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this.inputString += consoleKeyInfo.KeyChar.ToString();
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this.RedrawInputLine();
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}
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break;
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}
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}
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}
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#region Console Processors
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/// <summary>
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/// Clears out the current console line
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/// </summary>
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public void ClearLine()
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{
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Console.CursorLeft = 0;
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@ -17,7 +57,9 @@ namespace SRMultiplayer
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Console.CursorTop--;
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Console.CursorLeft = 0;
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}
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/// <summary>
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/// Used to redraw the input line incase we had to hold for console write lines
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/// </summary>
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public void RedrawInputLine()
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{
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bool flag = Console.CursorLeft > 0;
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@ -29,7 +71,12 @@ namespace SRMultiplayer
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Console.Write("> ");
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Console.Write(this.inputString);
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}
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#endregion region
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#region Key Press Events
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/// <summary>
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/// Process Backspace pressed
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/// </summary>
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internal void OnBackspace()
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{
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bool flag = this.inputString.Length <= 0;
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@ -39,7 +86,9 @@ namespace SRMultiplayer
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this.RedrawInputLine();
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}
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}
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/// <summary>
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/// Process Escape pressed
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/// </summary>
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internal void OnEscape()
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{
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this.ClearLine();
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@ -47,6 +96,9 @@ namespace SRMultiplayer
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this.RedrawInputLine();
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}
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/// <summary>
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/// Process Enter pressed
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/// </summary>
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internal void OnEnter()
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{
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this.ClearLine();
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@ -65,18 +117,30 @@ namespace SRMultiplayer
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}
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}
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#endregion
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#region Command History Retrieval
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List<string> cmdTree = new List<string>();
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int maxCommands = 10;
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/// <summary>
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/// Manages the Command tree for the up and down arrows
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/// </summary>
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/// <param name="cmdText"></param>
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internal void AddToCommandTree(string cmdText)
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{
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cmdTree.Insert(0, cmdText);
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//if tree gets larger than 10 remove the 11th item
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if (cmdTree.Count > 10) { cmdTree.RemoveAt(10); };
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if (cmdTree.Count > maxCommands) { cmdTree.RemoveAt(10); };
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}
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//handle internal cycling of last 10 commands
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int searchLoc = -1;
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/// <summary>
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/// Gets the command at the designaed slot from the current possition
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/// </summary>
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/// <param name="diff">Possition from the current Command </param>
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internal void GetCommand(int diff)
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{
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if (cmdTree.Count > 0)
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@ -95,62 +159,6 @@ namespace SRMultiplayer
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Console.WriteLine("cmdTree is empty");
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}
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}
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public void Update()
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{
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bool flag = !Console.KeyAvailable;
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if (!flag)
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{
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ConsoleKeyInfo consoleKeyInfo = Console.ReadKey();
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bool flag2 = consoleKeyInfo.Key == ConsoleKey.Enter;
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if (flag2)
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{
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this.OnEnter();
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}
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else
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{
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bool flag3 = consoleKeyInfo.Key == ConsoleKey.Backspace;
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if (flag3)
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{
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this.OnBackspace();
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}
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else
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{
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bool flag4 = consoleKeyInfo.Key == ConsoleKey.Escape;
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if (flag4)
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{
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this.OnEscape();
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}
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else
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{
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bool flag5 = consoleKeyInfo.KeyChar > '\0';
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if (flag5)
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{
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this.inputString += consoleKeyInfo.KeyChar.ToString();
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this.RedrawInputLine();
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}
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else
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{
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//handle up pressed to get previous lines
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bool flag6 = consoleKeyInfo.Key == ConsoleKey.UpArrow;
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if (flag6)
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{
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this.GetCommand(1);
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}
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else
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{
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//handle down pressed to get next lines
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bool flag7 = consoleKeyInfo.Key == ConsoleKey.DownArrow;
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if (flag7)
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{
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this.GetCommand(-1);
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}
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}
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}
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}
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}
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}
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}
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}
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#endregion
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}
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}
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@ -14,7 +14,9 @@ namespace SRMultiplayer
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private TextWriter oldOutput;
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private const int STD_OUTPUT_HANDLE = -11;
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/// <summary>
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/// Create the console window
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/// </summary>
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public void Initialize()
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{
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bool flag = !ConsoleWindow.AttachConsole(uint.MaxValue);
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@ -8,6 +8,24 @@
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//using UnityEngine;
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//using UnityEngine.SceneManagement;
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/*
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* TestUi is a version of the multiplayer ui that adds the following information
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* Added
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Chat
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Cheats
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* More stats
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Quick silver race is active
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client status
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server status
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server code
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send and recieve sizes
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packet sizes
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*/
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//namespace SRMultiplayer
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//{
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// class TestUI : SRSingleton<TestUI>
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@ -551,8 +569,8 @@
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// GUILayout.Label($"Server Code: {Globals.ServerCode}");
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// }
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// //GUILayout.Label("Received Messages: " + SRSingleton<NetworkClient>.Instance.Statistics.ReceivedMessages);
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// //GUILayout.Label("Send Messages: " + SRSingleton<NetworkClient>.Instance.Statistics.SentMessages);
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// GUILayout.Label("Received Messages: " + SRSingleton<NetworkClient>.Instance.Statistics.ReceivedMessages);
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// GUILayout.Label("Send Messages: " + SRSingleton<NetworkClient>.Instance.Statistics.SentMessages);
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// if (NetworkServer.Instance != null && NetworkServer.Instance.Status == NetworkServer.ServerStatus.Running)
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// {
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@ -11,13 +11,12 @@ namespace SRMultiplayer
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{
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public static class Globals
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{
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//setup global objects for refrence usage
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public static int Version;
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public static UserData UserData;
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public static GameObject BeatrixModel;
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public static RuntimeAnimatorController BeatrixController;
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//unused prefab menus
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//public static GameObject IngameMultiplayerMenuPrefab;
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//public static GameObject MainMultiplayerMenuPrefab;
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public static Dictionary<byte, NetworkPlayer> Players = new Dictionary<byte, NetworkPlayer>();
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public static string Username;
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public static string ServerCode;
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@ -54,6 +53,10 @@ namespace SRMultiplayer
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public static List<string> LemonTrees = new List<string>();
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public static Dictionary<PacketType, long> PacketSize = new Dictionary<PacketType, long>();
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/// <summary>
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/// get list of current installed mods
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/// Excluding supporting files
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/// </summary>
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public static List<string> Mods
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{
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get
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namespace SRMultiplayer
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{
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/// <summary>
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/// Handles mod being loaded from SRML
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/// Takes the place of the Main Standalone file, but caters to the SRML
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/// </summary>
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public class MainSRML : ModEntryPoint
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{
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private static GameObject m_GameObject;
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SRMP.Log("Loading SRMP SRML Version");
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//create the mod directory in the install folder if needed
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if (!Directory.Exists(SRMP.ModDataPath))
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{
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Directory.CreateDirectory(SRMP.ModDataPath);
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}
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//create the user data file if not created yet
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if (!File.Exists(Path.Combine(SRMP.ModDataPath, "userdata.json")))
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{
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Globals.UserData = new UserData()
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File.WriteAllText(Path.Combine(SRMP.ModDataPath, "userdata.json"), JsonConvert.SerializeObject(Globals.UserData));
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SRMP.Log("Created userdata with UUID " + Globals.UserData.UUID);
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}
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else
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else //if alreayd created load in the data
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{
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Globals.UserData = JsonConvert.DeserializeObject<UserData>(File.ReadAllText(Path.Combine(SRMP.ModDataPath, "userdata.json")));
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if(Globals.UserData.IgnoredMods == null)
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SRMP.Log("Loaded userdata with UUID " + Globals.UserData.UUID);
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}
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//create the mods main game objects and start connecting everything
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string[] args = System.Environment.GetCommandLineArgs();
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m_GameObject = new GameObject("SRMP");
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m_GameObject.AddComponent<ChatUI>();
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m_GameObject.AddComponent<SRMPConsole>();
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//mark all mod objects and do not destroy
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GameObject.DontDestroyOnLoad(m_GameObject);
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//get current mod version
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Globals.Version = Assembly.GetExecutingAssembly().GetName().Version.Revision;
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//mark the mod as a background task
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Application.runInBackground = true;
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//initialize connect to the harmony patcher
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HarmonyPatcher.GetInstance().PatchAll(Assembly.GetExecutingAssembly());
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}
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@ -8,7 +8,9 @@ using UnityCoreMod;
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using UnityEngine;
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namespace SRMultiplayer
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{
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{ // <summary>
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/// Handles mod being loaded from directly without the mod loader
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/// </summary>
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public class MainSaty : IUnityMod
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{
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private static GameObject m_GameObject;
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@ -19,10 +21,12 @@ namespace SRMultiplayer
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SRMP.Log("Loading SRMP Standalone Version");
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//create the mod directory in the install folder if needed
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if (!Directory.Exists(SRMP.ModDataPath))
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{
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Directory.CreateDirectory(SRMP.ModDataPath);
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}
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//create the user data file if not created yet
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if (!File.Exists(Path.Combine(SRMP.ModDataPath, "userdata.json")))
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{
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Globals.UserData = new UserData()
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@ -34,8 +38,9 @@ namespace SRMultiplayer
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File.WriteAllText(Path.Combine(SRMP.ModDataPath, "userdata.json"), JsonConvert.SerializeObject(Globals.UserData));
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SRMP.Log("Created userdata with UUID " + Globals.UserData.UUID);
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}
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else
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else //if alreayd created load in the data
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{
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Globals.UserData = JsonConvert.DeserializeObject<UserData>(File.ReadAllText(Path.Combine(SRMP.ModDataPath, "userdata.json")));
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if(Globals.UserData.IgnoredMods == null)
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{
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@ -44,6 +49,7 @@ namespace SRMultiplayer
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SRMP.Log("Loaded userdata with UUID " + Globals.UserData.UUID);
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}
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//create the mods main game objects and start connecting everything
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string[] args = System.Environment.GetCommandLineArgs();
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m_GameObject = new GameObject("SRMP");
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@ -55,13 +61,17 @@ namespace SRMultiplayer
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m_GameObject.AddComponent<ChatUI>();
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m_GameObject.AddComponent<SRMPConsole>();
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//mark all mod objects and do not destroy
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GameObject.DontDestroyOnLoad(m_GameObject);
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//get current mod version
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Globals.Version = Assembly.GetExecutingAssembly().GetName().Version.Revision;
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//initialize harmony and init the patches
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var harmony = new Harmony("saty.mod.srmp");
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harmony.PatchAll(Assembly.GetExecutingAssembly());
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//mark the mod as a background task
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Application.runInBackground = true;
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}
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@ -1,14 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SRMultiplayer
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{
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public enum PauseState
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{
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Pause,
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Playing
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}
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}
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@ -1,16 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SRMultiplayer
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{
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[Serializable]
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public struct UserData
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{
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public Guid UUID;
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public bool CheckDLC;
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public List<string> IgnoredMods;
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}
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}
|
|
@ -10,6 +10,10 @@ using UnityEngine;
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namespace SRMultiplayer
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||||
{
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/// <summary>
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/// Extends multiple objects to add extras functionality
|
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///
|
||||
/// </summary>
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public static class Extensions
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{
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public static void Rebuild(this RefineryUI ui)
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|
@ -40,6 +44,7 @@ namespace SRMultiplayer
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}
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}
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#region Ammo Slot Extensions
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public static void WriteAmmoSlot(this NetOutgoingMessage om, Ammo.Slot slot)
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{
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om.Write(slot != null);
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||||
|
@ -78,7 +83,9 @@ namespace SRMultiplayer
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|||
}
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||||
return null;
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||||
}
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||||
#endregion
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||||
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#region Packet Handling Extensions
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||||
public static void Send(this Packet packet, NetDeliveryMethod method = NetDeliveryMethod.ReliableOrdered, int sequence = 0)
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||||
{
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if(!Globals.IsClient)
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|
@ -160,6 +167,10 @@ namespace SRMultiplayer
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NetworkServer.Instance.SendTo(packet, cons, method, sequence);
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}
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#endregion
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||||
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||||
#region Component Handling Extensions
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||||
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||||
public static T CopyComponent<T>(this T original, GameObject destination) where T : Component
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||||
{
|
||||
System.Type type = original.GetType();
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||||
|
@ -245,5 +256,6 @@ namespace SRMultiplayer
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|||
}
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return null;
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||||
}
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#endregion
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}
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}
|
29
SRMP/Utils/Objects.cs
Normal file
29
SRMP/Utils/Objects.cs
Normal file
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@ -0,0 +1,29 @@
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using System;
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using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SRMultiplayer
|
||||
{
|
||||
/// <summary>
|
||||
/// Used marking the game time movement status
|
||||
/// </summary>
|
||||
public enum PauseState
|
||||
{
|
||||
Pause,
|
||||
Playing
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles basic user data to be used for connection communication
|
||||
/// Uesr ID, mod count and dlc checkers
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public struct UserData
|
||||
{
|
||||
public Guid UUID;
|
||||
public bool CheckDLC;
|
||||
public List<string> IgnoredMods;
|
||||
}
|
||||
}
|
|
@ -11,6 +11,11 @@ namespace SRMultiplayer
|
|||
{
|
||||
public static class Utils
|
||||
{
|
||||
/// <summary>
|
||||
/// Loads up any resources embedded in the mod
|
||||
/// </summary>
|
||||
/// <param name="filename">Name of resource</param>
|
||||
/// <returns>Contents of resource</returns>
|
||||
public static byte[] ExtractResource(String filename)
|
||||
{
|
||||
System.Reflection.Assembly a = System.Reflection.Assembly.GetExecutingAssembly();
|
||||
|
@ -22,7 +27,9 @@ namespace SRMultiplayer
|
|||
return ba;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets what layer the given item is at
|
||||
/// </summary>
|
||||
public static void SetLayer(GameObject obj, int layer)
|
||||
{
|
||||
obj.layer = layer;
|
||||
|
@ -31,12 +38,16 @@ namespace SRMultiplayer
|
|||
SetLayer(child.gameObject, layer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check to see if the provided values are close enough to be the same
|
||||
/// </summary>
|
||||
public static bool CloseEnoughForMe(double value1, double value2, double acceptableDifference)
|
||||
{
|
||||
return Math.Abs(value1 - value2) <= acceptableDifference;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check to see if the provided values are close enough to be the same
|
||||
/// </summary>
|
||||
public static bool CloseEnoughForMe(float value1, float value2, float acceptableDifference)
|
||||
{
|
||||
return Mathf.Abs(value1 - value2) <= acceptableDifference;
|
Loading…
Reference in a new issue