add launcher for Linux and Mac (#126)
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@ -190,6 +190,9 @@
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<None Include="packages.config">
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<SubType>Designer</SubType>
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</None>
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<Content Include="StardewValley" Condition="$(OS) != 'Windows_NT'">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup>
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<Content Include="FodyWeavers.xml" />
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@ -0,0 +1,42 @@
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#!/bin/bash
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# MonoKickstart Shell Script
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# Written by Ethan "flibitijibibo" Lee
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# Modified for StardewModdingAPI by Viz
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# Move to script's directory
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cd "`dirname "$0"`"
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# Get the system architecture
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UNAME=`uname`
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ARCH=`uname -m`
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# MonoKickstart picks the right libfolder, so just execute the right binary.
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if [ "$UNAME" == "Darwin" ]; then
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# ... Except on OSX.
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export DYLD_LIBRARY_PATH=$DYLD_LIBRARY_PATH:./osx/
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# El Capitan is a total idiot and wipes this variable out, making the
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# Steam overlay disappear. This sidesteps "System Integrity Protection"
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# and resets the variable with Valve's own variable (they provided this
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# fix by the way, thanks Valve!). Note that you will need to update your
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# launch configuration to the script location, NOT just the app location
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# (i.e. Kick.app/Contents/MacOS/Kick, not just Kick.app).
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# -flibit
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if [ "$STEAM_DYLD_INSERT_LIBRARIES" != "" ] && [ "$DYLD_INSERT_LIBRARIES" == "" ]; then
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export DYLD_INSERT_LIBRARIES="$STEAM_DYLD_INSERT_LIBRARIES"
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fi
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ln -sf mcs.bin.osx mcs
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cp StardewValley.bin.osx StardewModdingAPI.bin.osx
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./StardewModdingAPI.bin.osx $@
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else
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if [ "$ARCH" == "x86_64" ]; then
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ln -sf mcs.bin.x86_64 mcs
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cp StardewValley.bin.x86_64 StardewModdingAPI.bin.x86_64
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./StardewModdingAPI.bin.x86_64 $@
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else
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ln -sf mcs.bin.x86 mcs
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cp StardewValley.bin.x86 StardewModdingAPI.bin.x86
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./StardewModdingAPI.bin.x86 $@
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fi
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fi
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