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@ -35,7 +35,7 @@ namespace StardewModdingAPI
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public const int MinorVersion = 38;
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public const int PatchVersion = 0;
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public const int PatchVersion = 1;
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public const string Build = "Alpha";
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@ -0,0 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Weavers>
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<Costura/>
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</Weavers>
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@ -342,41 +342,41 @@ namespace StardewModdingAPI
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/// </summary>
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public static void LoadMods_OldWay()
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{
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StardewModdingAPI.Log.Verbose("LOADING MODS (OLD WAY - DEPRECATED. ANY MODS LOADED THIS WAY NEED TO UPDATE)");
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int loadedMods = 0;
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foreach (string ModPath in _modPaths)
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{
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foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
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{
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if (s.Contains("StardewInjector"))
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continue;
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StardewModdingAPI.Log.Success("Found DLL: " + s);
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try
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{
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Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
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if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
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{
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StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
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TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
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StardewModdingAPI.Log.Verbose("LOADING MODS (OLD WAY - DEPRECATED. ANY MODS LOADED THIS WAY NEED TO UPDATE)");
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int loadedMods = 0;
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foreach (string ModPath in _modPaths)
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{
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foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
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{
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if (s.Contains("StardewInjector"))
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continue;
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StardewModdingAPI.Log.Success("Found DLL: " + s);
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try
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{
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Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
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if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
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{
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StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
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TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
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Mod m = (Mod)mod.CreateInstance(tar.ToString());
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m.Manifest = null;
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m.PathOnDisk = Path.GetDirectoryName(s);
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Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
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loadedMods += 1;
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m.Entry();
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}
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else
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{
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StardewModdingAPI.Log.Error("Invalid Mod DLL");
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}
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}
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catch (Exception ex)
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{
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StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
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}
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}
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}
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m.PathOnDisk = Path.GetDirectoryName(s);
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Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
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loadedMods += 1;
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m.Entry();
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}
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else
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{
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StardewModdingAPI.Log.Error("Invalid Mod DLL");
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}
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}
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catch (Exception ex)
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{
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StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
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}
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}
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}
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StardewModdingAPI.Log.Success("LOADED {0} MODS THAT NEED TO UPDATE", loadedMods);
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}
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@ -19,6 +19,8 @@
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</SccAuxPath>
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<SccProvider>
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</SccProvider>
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<IsWebBootstrapper>false</IsWebBootstrapper>
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<TargetFrameworkProfile />
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<PublishUrl>publish\</PublishUrl>
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<Install>true</Install>
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<InstallFrom>Disk</InstallFrom>
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@ -31,10 +33,10 @@
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<MapFileExtensions>true</MapFileExtensions>
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<ApplicationRevision>0</ApplicationRevision>
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<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
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<IsWebBootstrapper>false</IsWebBootstrapper>
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<UseApplicationTrust>false</UseApplicationTrust>
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<BootstrapperEnabled>true</BootstrapperEnabled>
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<TargetFrameworkProfile />
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<NuGetPackageImportStamp>
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</NuGetPackageImportStamp>
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</PropertyGroup>
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<Choose>
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<When Condition="'$(SteamInstallPath)' != ''">
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@ -162,6 +164,7 @@
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<None Include="packages.config" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="FodyWeavers.xml" />
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<Content Include="icon.ico" />
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<Content Include="steam_appid.txt" />
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</ItemGroup>
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@ -182,6 +185,13 @@
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<PostBuildEvent>
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</PostBuildEvent>
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</PropertyGroup>
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<Import Project="..\packages\Fody.1.28.3\build\Fody.targets" Condition="Exists('..\packages\Fody.1.28.3\build\Fody.targets')" />
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<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
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<PropertyGroup>
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<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
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</PropertyGroup>
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<Error Condition="!Exists('..\packages\Fody.1.28.3\build\Fody.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Fody.1.28.3\build\Fody.targets'))" />
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</Target>
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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@ -1,4 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<packages>
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<package id="Costura.Fody" version="1.3.3.0" targetFramework="net45" developmentDependency="true" />
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<package id="Fody" version="1.28.3" targetFramework="net45" developmentDependency="true" />
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<package id="Newtonsoft.Json" version="8.0.3" targetFramework="net45" />
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</packages>
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@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Weavers>
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</Weavers>
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@ -12,12 +12,14 @@
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<TargetFrameworkProfile />
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<NuGetPackageImportStamp>
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</NuGetPackageImportStamp>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>..\StardewModdingAPI\bin\x86\Debug\Mods\</OutputPath>
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<OutputPath>..\StardewModdingAPI\bin\x86\Debug\Mods\TrainerMod\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
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<Private>False</Private>
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</Reference>
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<Reference Include="Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
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<HintPath>..\packages\Newtonsoft.Json.8.0.3\lib\net45\Newtonsoft.Json.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Stardew Valley">
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<HintPath>$(SteamPath)\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
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<Private>False</Private>
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</None>
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<None Include="packages.config" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="FodyWeavers.xml" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent>
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