- Made Package loading conditional on resources being available.
- Made States registration use named parameters. - Changed IPluginManagementService interface to better suit expected return results.
This commit is contained in:
@@ -19,55 +19,55 @@ namespace Barotrauma
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new GUITickBox(new RectTransform(new Vector2(0.8f, 0.1f), list.Content.RectTransform), "Enable CSharp Scripting")
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{
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Selected = GameMain.LuaCs.IsCsEnabled?.Value ?? false,
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Selected = GameMain.LuaCs.IsCsEnabled,
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ToolTip = "This enables CSharp Scripting for mods to use, WARNING: CSharp is NOT sandboxed, be careful with what mods you download.",
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OnSelected = (GUITickBox tick) =>
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{
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GameMain.LuaCs.IsCsEnabled?.TrySetValue(tick.Selected);
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GameMain.LuaCs.IsCsEnabled = tick.Selected;
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return true;
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}
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};
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new GUITickBox(new RectTransform(new Vector2(0.8f, 0.1f), list.Content.RectTransform), "Treat Forced Mods As Normal")
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{
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Selected = GameMain.LuaCs.TreatForcedModsAsNormal?.Value ?? false,
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Selected = GameMain.LuaCs.TreatForcedModsAsNormal,
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ToolTip = "This makes mods that were setup to run even when disabled to only run when enabled.",
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OnSelected = (GUITickBox tick) =>
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{
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GameMain.LuaCs.TreatForcedModsAsNormal?.TrySetValue(tick.Selected);
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GameMain.LuaCs.TreatForcedModsAsNormal = tick.Selected;
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return true;
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}
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};
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new GUITickBox(new RectTransform(new Vector2(0.8f, 0.1f), list.Content.RectTransform), "Prefer To Use Workshop Lua Setup")
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{
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Selected = GameMain.LuaCs.PreferToUseWorkshopLuaSetup?.Value ?? false,
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Selected = GameMain.LuaCs.PreferToUseWorkshopLuaSetup,
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ToolTip = "This makes Lua look first for the Lua/LuaSetup.lua located in the Workshop package instead of the one located locally.",
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OnSelected = (GUITickBox tick) =>
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{
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GameMain.LuaCs.PreferToUseWorkshopLuaSetup?.TrySetValue(tick.Selected);
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GameMain.LuaCs.PreferToUseWorkshopLuaSetup = tick.Selected;
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return true;
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}
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};
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new GUITickBox(new RectTransform(new Vector2(0.8f, 0.1f), list.Content.RectTransform), "Disable Error GUI Overlay")
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{
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Selected = GameMain.LuaCs.DisableErrorGUIOverlay?.Value ?? false,
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Selected = GameMain.LuaCs.DisableErrorGUIOverlay,
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ToolTip = "",
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OnSelected = (GUITickBox tick) =>
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{
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GameMain.LuaCs.DisableErrorGUIOverlay?.TrySetValue(tick.Selected);
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GameMain.LuaCs.DisableErrorGUIOverlay = tick.Selected;
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return true;
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}
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};
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new GUITickBox(new RectTransform(new Vector2(0.8f, 0.1f), list.Content.RectTransform), "Hide usernames In Error Logs")
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{
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Selected = GameMain.LuaCs.HideUserNamesInLogs?.Value ?? false,
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Selected = GameMain.LuaCs.HideUserNamesInLogs,
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ToolTip = "Hides the operating system username when displaying error logs (eg your username on windows).",
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OnSelected = (GUITickBox tick) =>
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{
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GameMain.LuaCs.HideUserNamesInLogs?.TrySetValue(tick.Selected);
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GameMain.LuaCs.HideUserNamesInLogs = tick.Selected;
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return true;
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}
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};
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@@ -15,7 +15,7 @@ namespace Barotrauma
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{
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public void AddToGUIUpdateList()
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{
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if (!DisableErrorGUIOverlay.Value)
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if (!DisableErrorGUIOverlay)
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{
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LuaCsLogger.AddToGUIUpdateList();
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}
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@@ -28,7 +28,7 @@ namespace Barotrauma
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public bool CheckCsEnabled()
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{
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// fast exit if enabled or unavailable.
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if (this.IsCsEnabled?.Value ?? true )
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if (this.IsCsEnabled)
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{
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return false;
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}
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@@ -60,14 +60,14 @@ namespace Barotrauma
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msg.Buttons[0].OnClicked = (GUIButton button, object obj) =>
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{
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this.IsCsEnabled.TrySetValue(true);
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this.IsCsEnabled = true;
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isCsValueChanged = true;
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return true;
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};
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msg.Buttons[1].OnClicked = (GUIButton button, object obj) =>
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{
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this.IsCsEnabled.TrySetValue(false);
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this.IsCsEnabled = false;
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return true;
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};
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