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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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147
PropUndoButton/Main.cs
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147
PropUndoButton/Main.cs
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using ABI_RC.Core.AudioEffects;
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using ABI_RC.Core.Savior;
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using ABI_RC.Core.Util;
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using MelonLoader;
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using System.Reflection;
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using UnityEngine;
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namespace NAK.Melons.UndoPropButton;
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// https://pixabay.com/sound-effects/selection-sounds-73225/
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public class PropUndoButton : MelonMod
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{
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private static readonly MelonPreferences_Category Category =
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MelonPreferences.CreateCategory(nameof(PropUndoButton));
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public static readonly MelonPreferences_Entry<bool> EntryEnabled =
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Category.CreateEntry("Enabled", true, description: "Toggle Undo Prop Button.");
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public static readonly MelonPreferences_Entry<bool> EntryUseSFX =
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Category.CreateEntry("Use SFX", true, description: "Enable or disable undo SFX.");
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// audio clip names, InterfaceAudio adds "PropUndo_" prefix
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public const string sfx_spawn = "PropUndo_sfx_spawn";
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public const string sfx_undo = "PropUndo_sfx_undo";
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public const string sfx_warn = "PropUndo_sfx_warn";
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public override void OnInitializeMelon()
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{
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HarmonyInstance.Patch( // prop spawn sfx
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typeof(CVRSyncHelper).GetMethod(nameof(CVRSyncHelper.SpawnProp)),
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null,
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new HarmonyLib.HarmonyMethod(typeof(PropUndoButton).GetMethod(nameof(OnSpawnProp), BindingFlags.NonPublic | BindingFlags.Static))
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);
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HarmonyInstance.Patch( // desktop input patch so we don't run in menus/gui
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typeof(InputModuleMouseKeyboard).GetMethod(nameof(InputModuleMouseKeyboard.UpdateInput)),
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null,
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new HarmonyLib.HarmonyMethod(typeof(PropUndoButton).GetMethod(nameof(OnUpdateInput), BindingFlags.NonPublic | BindingFlags.Static))
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);
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SetupDefaultAudioClips();
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}
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private void SetupDefaultAudioClips()
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{
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// PropUndo and audio folders do not exist, create them if dont exist yet
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string path = Application.streamingAssetsPath + "/Cohtml/UIResources/GameUI/mods/PropUndo/audio/";
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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LoggerInstance.Msg("Created PropUndo/audio directory!");
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}
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// copy embedded resources to this folder if they do not exist
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string[] clipNames = { "sfx_spawn.wav", "sfx_undo.wav", "sfx_warn.wav" };
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foreach (string clipName in clipNames)
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{
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string clipPath = Path.Combine(path, clipName);
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if (!File.Exists(clipPath))
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{
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// read the clip data from embedded resources
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byte[] clipData = null;
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string resourceName = "PropUndoButton.SFX." + clipName;
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using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(resourceName))
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{
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clipData = new byte[stream.Length];
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stream.Read(clipData, 0, clipData.Length);
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}
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// write the clip data to the file
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using (FileStream fileStream = new FileStream(clipPath, FileMode.CreateNew))
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{
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fileStream.Write(clipData, 0, clipData.Length);
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}
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LoggerInstance.Msg("Placed missing sfx in audio folder: " + clipName);
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}
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}
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}
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private static void OnUpdateInput()
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{
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if (Input.GetKeyDown(KeyCode.Z))
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{
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DeleteLatestSpawnable();
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}
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}
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private static void OnSpawnProp()
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{
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if (!EntryEnabled.Value) return;
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if (!MetaPort.Instance.worldAllowProps || !MetaPort.Instance.settings.GetSettingsBool("ContentFilterPropsEnabled", false))
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{
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PlayAudioModule(sfx_warn);
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return;
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}
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if (GetAllProps().Count >= 20)
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{
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PlayAudioModule(sfx_warn);
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return;
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}
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PlayAudioModule(sfx_spawn);
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}
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private static void DeleteLatestSpawnable()
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{
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if (!EntryEnabled.Value) return;
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var propData = GetLatestProp();
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if (propData == null)
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{
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PlayAudioModule(sfx_warn);
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return;
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}
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if (propData.Spawnable == null)
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{
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propData.Recycle();
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// what should i do here?
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return;
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}
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propData.Spawnable.Delete();
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PlayAudioModule(sfx_undo);
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}
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private static void PlayAudioModule(string module)
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{
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if (!EntryUseSFX.Value) return;
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InterfaceAudio.PlayModule(module);
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}
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private static CVRSyncHelper.PropData GetLatestProp()
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{
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// should already be sorted by spawn order
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return CVRSyncHelper.Props.LastOrDefault((CVRSyncHelper.PropData match) => match.SpawnedBy == MetaPort.Instance.ownerId);
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}
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private static List<CVRSyncHelper.PropData> GetAllProps()
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{
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// im not storing the count because there is good chance itll desync from server
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return CVRSyncHelper.Props.FindAll((CVRSyncHelper.PropData match) => match.SpawnedBy == MetaPort.Instance.ownerId);
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}
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}
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50
PropUndoButton/PropUndoButton.csproj
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50
PropUndoButton/PropUndoButton.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net472</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<LangVersion>latest</LangVersion>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<None Remove="SFX\sfx_spawn.wav" />
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<None Remove="SFX\sfx_undo.wav" />
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<None Remove="SFX\sfx_warn.wav" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="SFX\sfx_spawn.wav" />
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<EmbeddedResource Include="SFX\sfx_undo.wav" />
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<EmbeddedResource Include="SFX\sfx_warn.wav" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="MelonLoader">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.InputLegacyModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<Target Name="Deploy" AfterTargets="Build">
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<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
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<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
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</Target>
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</Project>
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25
PropUndoButton/PropUndoButton.sln
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25
PropUndoButton/PropUndoButton.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.2.32630.192
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "PropUndoButton", "PropUndoButton.csproj", "{240E33F2-E4DD-458D-8E79-96073872CE65}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{240E33F2-E4DD-458D-8E79-96073872CE65}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{240E33F2-E4DD-458D-8E79-96073872CE65}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{240E33F2-E4DD-458D-8E79-96073872CE65}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{240E33F2-E4DD-458D-8E79-96073872CE65}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {C8F281CB-C5D8-4C4B-A7F6-9F1702C436EB}
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EndGlobalSection
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EndGlobal
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32
PropUndoButton/Properties/AssemblyInfo.cs
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32
PropUndoButton/Properties/AssemblyInfo.cs
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using NAK.Melons.UndoPropButton.Properties;
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using MelonLoader;
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using System.Reflection;
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[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyTitle(nameof(NAK.Melons.UndoPropButton))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.Melons.UndoPropButton))]
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[assembly: MelonInfo(
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typeof(NAK.Melons.UndoPropButton.PropUndoButton),
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nameof(NAK.Melons.UndoPropButton),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidOnSteam/UndoPropButton"
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)]
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: MelonOptionalDependencies("BTKUILib")]
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[assembly: HarmonyDontPatchAll]
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namespace NAK.Melons.UndoPropButton.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "1.0.0";
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public const string Author = "NotAKidoS";
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}
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BIN
PropUndoButton/SFX/sfx_spawn.wav
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BIN
PropUndoButton/SFX/sfx_spawn.wav
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Binary file not shown.
BIN
PropUndoButton/SFX/sfx_undo.wav
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BIN
PropUndoButton/SFX/sfx_undo.wav
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Binary file not shown.
BIN
PropUndoButton/SFX/sfx_warn.wav
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BIN
PropUndoButton/SFX/sfx_warn.wav
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Binary file not shown.
23
PropUndoButton/format.json
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23
PropUndoButton/format.json
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{
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"_id": -1,
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"name": "PropUndoButton",
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"modversion": "1.0.0",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "Press Z to undo latest spawned prop. Includes SFX for prop spawn, undo, and warning, which can be disabled in settings.",
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"searchtags": [
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"prop",
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"undo",
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"bind",
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"button"
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],
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"requirements": [
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"None"
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/PropUndoButton/releases/download/v1.0.0/PropUndoButton.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/PropUndoButton/",
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"changelog": "- Initial Release",
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"embedcolor": "#00FFFF"
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}
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