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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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40
GestureLock/GestureLock.csproj
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40
GestureLock/GestureLock.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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</PropertyGroup>
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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="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="SteamVR">
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<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll</HintPath>
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</Reference>
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<Reference Include="UIExpansionKit">
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<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\UIExpansionKit.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
GestureLock/GestureLock.sln
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25
GestureLock/GestureLock.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}") = "GestureLock", "GestureLock.csproj", "{B318B038-DA12-4960-A35E-613BE26B7965}"
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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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{B318B038-DA12-4960-A35E-613BE26B7965}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{B318B038-DA12-4960-A35E-613BE26B7965}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{B318B038-DA12-4960-A35E-613BE26B7965}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{B318B038-DA12-4960-A35E-613BE26B7965}.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 = {0ABE9CFE-D4F5-4B5B-9D1A-5D0B1DA7E2CD}
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EndGlobalSection
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EndGlobal
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140
GestureLock/Main.cs
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GestureLock/Main.cs
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using ABI_RC.Core.UI;
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using ABI_RC.Core.Savior;
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using HarmonyLib;
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using MelonLoader;
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using UnityEngine;
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using Valve.VR;
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namespace GestureLock;
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public class GestureLock : MelonMod
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{
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private static MelonPreferences_Category m_catagoryGestureLock;
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private static MelonPreferences_Entry<bool> m_entryGestureLock;
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private static MelonPreferences_Entry<BindingOptions> m_entryGestureBind;
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private static MelonPreferences_Entry<BindHand> m_entryGestureHand;
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private enum BindHand
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{
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LeftHand,
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RightHand
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}
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private enum BindingOptions
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{
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ButtonATouch,
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ButtonBTouch,
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StickTouch,
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TriggerTouch
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}
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public override void OnApplicationStart()
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{
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m_catagoryGestureLock = MelonPreferences.CreateCategory(nameof(GestureLock));
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m_entryGestureLock = m_catagoryGestureLock.CreateEntry<bool>("Enabled", true, description: "Double-touch VR binding.");
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m_entryGestureHand = m_catagoryGestureLock.CreateEntry("VR Hand", BindHand.LeftHand);
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m_entryGestureBind = m_catagoryGestureLock.CreateEntry("VR Binding", BindingOptions.StickTouch);
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m_catagoryGestureLock.SaveToFile(false);
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m_entryGestureLock.OnValueChangedUntyped += UpdateSettings;
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m_entryGestureHand.OnValueChangedUntyped += UpdateSettings;
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m_entryGestureBind.OnValueChangedUntyped += UpdateSettings;
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UpdateSettings();
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}
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private static void UpdateSettings()
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{
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HarmonyPatches.enabled = m_entryGestureLock.Value;
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HarmonyPatches.bind = m_entryGestureBind.Value;
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HarmonyPatches.hand = (SteamVR_Input_Sources)m_entryGestureHand.Value+1;
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}
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[HarmonyPatch]
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private class HarmonyPatches
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{
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public static bool enabled = m_entryGestureLock.Value;
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public static BindingOptions bind = m_entryGestureBind.Value;
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public static SteamVR_Input_Sources hand = SteamVR_Input_Sources.LeftHand;
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private static bool isLocked = false;
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private static float oldGestureLeft = 0;
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private static float oldGestureRight = 0;
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private static bool toggleLock = false;
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private static float touchDoubleTimer = 0f;
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private static bool touchArmed = false;
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private static void CheckTouch(bool input)
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{
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if (input)
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{
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if (touchArmed && touchDoubleTimer < 0.25f)
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{
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touchArmed = false;
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toggleLock = true;
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touchDoubleTimer = 1f;
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}
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else
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{
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touchDoubleTimer = 0f;
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}
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touchArmed = false;
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}
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else
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{
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touchArmed = true;
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}
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}
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//Read VR Buttons
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[HarmonyPostfix]
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[HarmonyPatch(typeof(InputModuleSteamVR), "UpdateInput")]
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private static void AfterUpdateInput(ref SteamVR_Action_Boolean ___steamVrButtonATouch, ref SteamVR_Action_Boolean ___steamVrButtonBTouch, ref SteamVR_Action_Boolean ___steamVrStickTouch, ref SteamVR_Action_Boolean ___steamVrTriggerTouch)
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{
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if (!MetaPort.Instance.isUsingVr || !enabled) return;
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touchDoubleTimer += Time.deltaTime;
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toggleLock = false;
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switch (bind)
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{
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case BindingOptions.ButtonATouch:
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CheckTouch(___steamVrButtonATouch.GetState(hand));
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return;
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case BindingOptions.ButtonBTouch:
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CheckTouch(___steamVrButtonBTouch.GetState(hand));
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return;
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case BindingOptions.StickTouch:
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CheckTouch(___steamVrStickTouch.GetState(hand));
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return;
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case BindingOptions.TriggerTouch:
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CheckTouch(___steamVrTriggerTouch.GetState(hand));
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return;
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default: break;
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}
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}
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//Apply GestureLock
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRInputManager), "Update")]
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private static void AfterUpdate(ref float ___gestureLeftRaw, ref float ___gestureLeft, ref float ___gestureRightRaw, ref float ___gestureRight)
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{
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if (!MetaPort.Instance.isUsingVr || !enabled) return;
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if (toggleLock)
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{
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isLocked = !isLocked;
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oldGestureLeft = ___gestureLeft;
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oldGestureRight = ___gestureRight;
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MelonLogger.Msg("Gestures " + (isLocked ? "Locked" : "Unlocked"));
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CohtmlHud.Instance.ViewDropTextImmediate("", "Gesture Lock ", "Gestures " + (isLocked ? "Locked" : "Unlocked"));
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}
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if (isLocked)
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{
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___gestureLeftRaw = oldGestureLeft;
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___gestureLeft = oldGestureLeft;
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___gestureRightRaw = oldGestureRight;
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___gestureRight = oldGestureRight;
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}
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}
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}
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}
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30
GestureLock/Properties/AssemblyInfo.cs
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30
GestureLock/Properties/AssemblyInfo.cs
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using MelonLoader;
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using GestureLock.Properties;
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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(GestureLock))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(GestureLock))]
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[assembly: MelonInfo(
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typeof(GestureLock.GestureLock),
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nameof(GestureLock),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: ""
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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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namespace GestureLock.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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