mirror of
https://github.com/PorktoberRevolution/ReStocked
synced 2024-09-01 17:34:42 +00:00
Update project organization and fix constraint but
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@ -14,3 +14,4 @@ Distribution/Restock/GameData/ReStock/Props/**/*.png
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Distribution/RestockPlus/GameData/ReStockPlus/Props/**/*.png
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Distribution/RestockPlus/GameData/ReStockPlus/Props/**/*.png
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Distribution/RestockPlus/GameData/ReStockPlus/Spaces/**/*.png
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Distribution/RestockPlus/GameData/ReStockPlus/Spaces/**/*.png
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Distribution/Restock/GameData/ReStock/RestockPatchDisabler.cfg
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Distribution/Restock/GameData/ReStock/RestockPatchDisabler.cfg
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Source/Restock/dlls
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Binary file not shown.
@ -1,3 +1,4 @@
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using System;
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using UnityEngine;
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using UnityEngine;
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namespace Restock.Constraints
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namespace Restock.Constraints
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@ -21,15 +22,21 @@ namespace Restock.Constraints
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node.TryGetValue("targetName", ref targetName);
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node.TryGetValue("targetName", ref targetName);
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rotator = p.FindModelTransform(rotatorsName);
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rotator = p.FindModelTransform(rotatorsName);
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if (rotator == null)
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{
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throw new Exception($"Missing rotator transform {rotator}");
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}
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target = p.FindModelTransform(targetName);
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target = p.FindModelTransform(targetName);
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if (target == null)
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{
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throw new Exception($"Missing target transform {target}");
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}
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}
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}
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public void Update()
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public void Update()
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{
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{
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if (rotator == null || target == null) return;
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var lookPos = target.position - rotator.position;
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var lookPos = target.position - rotator.position;
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var rotation = Quaternion.LookRotation(lookPos, target.up);
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var rotation = Quaternion.LookRotation(lookPos, rotator.up);
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rotator.rotation = rotation;
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rotator.rotation = rotation;
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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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.Linq;
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using Restock.Constraints;
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using Restock.Constraints;
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@ -6,67 +7,77 @@ namespace Restock
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{
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{
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public class ModuleRestockConstraints : PartModule
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public class ModuleRestockConstraints : PartModule
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{
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{
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public List<IConstraint> constraints;
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private List<IConstraint> _constraints;
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public override void OnLoad(ConfigNode node)
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public override void OnLoad(ConfigNode node)
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{
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{
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base.OnLoad(node);
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base.OnLoad(node);
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constraints = new List<IConstraint>();
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_constraints = new List<IConstraint>();
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var cnodes = node.GetNodes();
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var cnodes = node.GetNodes();
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this.Log($"Loading {cnodes.Length} constraints");
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this.Log($"Loading {cnodes.Length} constraints");
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foreach (var cnode in cnodes)
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foreach (var cnode in cnodes)
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{
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{
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switch (cnode.name)
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try
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{
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{
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//LookAtConstraint
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switch (cnode.name)
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case "CONSTRAINLOOKFX":
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{
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case "LOOKATCONSTRAINT":
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//LookAtConstraint
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constraints.Add(new LookAtConstraint(cnode, this.part));
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case "CONSTRAINLOOKFX":
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break;
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case "LOOKATCONSTRAINT":
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_constraints.Add(new LookAtConstraint(cnode, this.part));
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break;
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//CopyPositionConstraint
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//CopyPositionConstraint
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case "COPYPOSITIONCONSTRAINT":
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case "COPYPOSITIONCONSTRAINT":
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constraints.Add(new CopyPositionConstraint(cnode, this.part));
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_constraints.Add(new CopyPositionConstraint(cnode, this.part));
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break;
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break;
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//CopyRotationConstraint
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//CopyRotationConstraint
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case "COPYROTATIONCONSTRAINT":
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case "COPYROTATIONCONSTRAINT":
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constraints.Add(new CopyRotationConstraint(cnode, this.part));
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_constraints.Add(new CopyRotationConstraint(cnode, this.part));
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break;
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break;
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}
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}
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catch(Exception e)
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{
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this.LogError($"Exception while loading {cnode.name} Node: {e}");
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}
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}
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}
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}
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this.Log($"Loaded {constraints.Count} constraints");
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this.Log($"Loaded {_constraints.Count} constraints");
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}
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}
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public override void OnStart(StartState state)
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public override void OnStart(StartState state)
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{
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{
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if (HighLogic.LoadedSceneIsFlight || HighLogic.LoadedSceneIsEditor)
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if (!HighLogic.LoadedSceneIsFlight && !HighLogic.LoadedSceneIsEditor) return;
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if (_constraints != null && _constraints.Count != 0) return;
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// I have no idea why this is here but I'm scared to remove it
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foreach (var pNode in GameDatabase.Instance.GetConfigs("PART"))
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{
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{
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if (constraints == null || constraints.Count == 0)
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if (pNode.name.Replace("_", ".") != part.partInfo.name) continue;
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{
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var cfg = pNode.config;
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foreach (UrlDir.UrlConfig pNode in GameDatabase.Instance.GetConfigs("PART"))
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var node = cfg.GetNodes("MODULE").Single(n => n.GetValue("name") == moduleName);
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{
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OnLoad(node);
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if (pNode.name.Replace("_", ".") == part.partInfo.name)
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{
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var cfg = pNode.config;
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var node = cfg.GetNodes("MODULE").Single(n => n.GetValue("name") == moduleName);
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OnLoad(node);
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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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private void LateUpdate()
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private void LateUpdate()
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{
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{
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if (constraints == null) return;
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for (var i = 0; i < _constraints.Count; i++)
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foreach (var constraint in constraints)
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{
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{
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constraint.Update();
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try
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{
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_constraints[i].Update();
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}
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catch (Exception e)
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{
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this.LogError($"Encountered exception in constraint. Removing the constraint to prevent further errors\n {e}");
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_constraints.RemoveAt(i--);
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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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@ -1,38 +0,0 @@
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("Restock")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("Porktober Revolution")]
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[assembly: AssemblyProduct("Restock")]
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[assembly: AssemblyCopyright("Copyright © Porktober Revolution 2018")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("0a087745-0e2b-4d11-9431-c2d4191dd510")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.1.0.0")]
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[assembly: AssemblyFileVersion("0.1.0.0")]
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[assembly: KSPAssembly("Restock", 0, 1, 0)]
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@ -1,17 +1,14 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project Sdk="Microsoft.NET.Sdk">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<TargetFramework>net48</TargetFramework>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<LangVersion>8</LangVersion>
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<ProjectGuid>{0A087745-0E2B-4D11-9431-C2D4191DD510}</ProjectGuid>
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<IsPackable>false</IsPackable>
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<OutputType>Library</OutputType>
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<PlatformTarget>x64</PlatformTarget>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<NoWarn>1701;1702;CS0649;CS1591</NoWarn>
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<RootNamespace>Restock</RootNamespace>
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<AssemblyVersion>1.0.0.0</AssemblyVersion>
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<AssemblyName>Restock</AssemblyName>
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<AssemblyTitle>Restock</AssemblyTitle>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugSymbols>true</DebugSymbols>
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@ -43,33 +40,6 @@
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<Private>False</Private>
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<Private>False</Private>
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</Reference>
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</Reference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Constraints\CopyPositionConstraint.cs" />
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<Compile Include="Constraints\CopyRotationConstraint.cs" />
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<Compile Include="Constraints\IConstraint.cs" />
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<Compile Include="Constraints\LookAtConstraint.cs" />
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<Compile Include="InstallChecker.cs" />
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<Compile Include="LaunchClampGirderFactory.cs" />
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<Compile Include="MaterialModifiers\ColorPropertyMaterialModifier.cs" />
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<Compile Include="MaterialModifiers\FloatPropertyMaterialModifier.cs" />
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<Compile Include="MaterialModifiers\IMaterialModifier.cs" />
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<Compile Include="MaterialModifiers\MaterialModifierParser.cs" />
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<Compile Include="MaterialModifiers\TexturePropertyMaterialModifier.cs" />
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<Compile Include="ModuleRestockDeployableMeshHider.cs" />
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<Compile Include="ModuleRestockLaunchClamp.cs" />
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<Compile Include="ModuleRestockEnhancedLight.cs" />
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<Compile Include="ModuleRestockRCSGlow.cs" />
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<Compile Include="ModuleRestockLinkedMesh.cs" />
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<Compile Include="ModuleRestockDepthMask.cs" />
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<Compile Include="ModuleRestockHeatEffects.cs" />
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<Compile Include="ModuleRestockISRUAnimation.cs" />
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<Compile Include="ModuleRestockConstraints.cs" />
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<Compile Include="ModuleRestockModifyFairingMaterials.cs" />
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<Compile Include="ModuleRestockModifyMaterials.cs" />
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<Compile Include="PartModuleExtensions.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ResourceBlacklist.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PropertyGroup>
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<PostBuildEvent>sh -e -c "cp -v '$(TargetPath)' '$(SolutionDir)/../Distribution/Restock/GameData/ReStock/Plugins'"</PostBuildEvent>
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<PostBuildEvent>sh -e -c "cp -v '$(TargetPath)' '$(SolutionDir)/../Distribution/Restock/GameData/ReStock/Plugins'"</PostBuildEvent>
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