Fixed SDust dynamic warning, and a glitch with the music menu when selecting an album.
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@ -1061,6 +1061,7 @@ namespace StardewSymphonyRemastered.Framework.Menus
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}
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}
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}
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}
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this.selectAlbum(ok);
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this.selectAlbum(ok);
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return;
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}
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}
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if (this.drawMode == DrawMode.SongSelectionMode)
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if (this.drawMode == DrawMode.SongSelectionMode)
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@ -15,21 +15,16 @@ namespace StardewSymphonyRemastered
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{
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{
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/// <summary>
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/// <summary>
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/// BIG WIP. Don't use this at all because it does nothing right now.
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/// TODO:
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/// TODO:
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/// 3.Finish making menu
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/// 5.Release
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/// 5.Release
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/// 6.Make videos documenting how to make this mod work.
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/// 7.Make way to generate new music packs.
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///
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///
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///
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///
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/// Add mod config to have silent rain option.
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/// Add mod config to have silent rain option.
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/// Add in song delay function.
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/// Add in shuffle song button that just selects music but probably plays a different song. same as musicManager.selectmusic(getConditionalString);
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/// Add in shuffle song button that just selects music but probably plays a different song. same as musicManager.selectmusic(getConditionalString);
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///
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/// Add in a save button to save settings in the menu.
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///
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///
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/// Notes:
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/// Notes:
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/// All mods must add events/locations/festivals/menu information to this mod during the Entry function of their mod because once the game does it's first update tick, that's when all of the packs are initialized with all of their music.
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/// All mods must add events/locations/festivals/menu information to this mod during the Entry function of their mod because once the player is loaded that's when all of the packs are initialized with all of their music.
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/// </summary>
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/// </summary>
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public class StardewSymphony : Mod
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public class StardewSymphony : Mod
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{
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{
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@ -3,7 +3,7 @@
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"Author": "Alpha_Omegasis",
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"Author": "Alpha_Omegasis",
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"Version": "2.0.0",
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"Version": "2.0.0",
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"Description": "Adding more music to the game one beep at a time. Now with streaming!",
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"Description": "Adding more music to the game one beep at a time. Now with streaming!",
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"UniqueID": "Omegasis.StardewSymphony",
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"UniqueID": "Omegasis.StardewSymphonyRemastered",
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"EntryDll": "StardewSymphonyRemastered.dll",
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"EntryDll": "StardewSymphonyRemastered.dll",
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"MinimumApiVersion": "2.0",
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"MinimumApiVersion": "2.0",
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"UpdateKeys": [ "Nexus:425" ],
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"UpdateKeys": [ "Nexus:425" ],
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@ -1516,6 +1516,11 @@ namespace StardustCore
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*/
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*/
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}
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}
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/// <summary>
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/// Adds an item to this item's internal inventory if it can. Otherwise drop it on the ground as item debris.
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/// </summary>
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/// <param name="I"></param>
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/// <returns></returns>
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public virtual bool addItemToInventoryElseDrop(Item I)
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public virtual bool addItemToInventoryElseDrop(Item I)
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{
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{
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@ -403,7 +403,8 @@ namespace StardustCore.Serialization
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// Log.AsyncC(data);
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// Log.AsyncC(data);
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try
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try
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{
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{
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dynamic obj = JObject.Parse(data);
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JObject obj2 = JObject.Parse(data);
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CoreObject obj = (CoreObject)obj2.ToObject(typeof(CoreObject));
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// Log.AsyncC(obj.thisType);
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// Log.AsyncC(obj.thisType);
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@ -549,8 +550,8 @@ namespace StardustCore.Serialization
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// Log.AsyncC(data);
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// Log.AsyncC(data);
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try
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try
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{
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{
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dynamic obj = JObject.Parse(data);
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JObject obj2 = JObject.Parse(data);
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CoreObject obj =(CoreObject)obj2.ToObject(typeof(CoreObject));
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// Log.AsyncC(obj.thisType);
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// Log.AsyncC(obj.thisType);
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