i hope ts works
This commit is contained in:
-1
Submodule FuckOffEars deleted from a19e84305a
@@ -0,0 +1,15 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider ignored files
|
||||
/projectSettingsUpdater.xml
|
||||
/contentModel.xml
|
||||
/modules.xml
|
||||
/.idea.FuckOffEars.iml
|
||||
# Ignored default folder with query files
|
||||
/queries/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
@@ -0,0 +1,14 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="DiscordProjectSettings">
|
||||
<option name="show" value="ASK" />
|
||||
<option name="description" value="" />
|
||||
<option name="applicationTheme" value="default" />
|
||||
<option name="iconsTheme" value="default" />
|
||||
<option name="button1Title" value="" />
|
||||
<option name="button1Url" value="" />
|
||||
<option name="button2Title" value="" />
|
||||
<option name="button2Url" value="" />
|
||||
<option name="customApplicationId" value="" />
|
||||
</component>
|
||||
</project>
|
||||
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||
</project>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
||||
@@ -0,0 +1,16 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FuckOffEars", "FuckOffEars\FuckOffEars.csproj", "{C1F1A169-3EB9-471E-9B61-3E6CB6E43284}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{C1F1A169-3EB9-471E-9B61-3E6CB6E43284}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{C1F1A169-3EB9-471E-9B61-3E6CB6E43284}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{C1F1A169-3EB9-471E-9B61-3E6CB6E43284}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{C1F1A169-3EB9-471E-9B61-3E6CB6E43284}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
@@ -0,0 +1,13 @@
|
||||
namespace FuckOffEars
|
||||
{
|
||||
/// <summary>
|
||||
/// This class is used to provide information about your mod to BepInEx.
|
||||
/// </summary>
|
||||
class Constants
|
||||
{
|
||||
public const string GUID = "author.FUCKOFFEARS";
|
||||
public const string Name = "FUCKOFFEARS";
|
||||
public const string Description = "Mod Description"; //The description is not needed but is nice to have
|
||||
public const string Version = "1.0.0";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Project>
|
||||
<PropertyGroup>
|
||||
<GamePath>$(GorillaTag_GamePath)</GamePath>
|
||||
<GameAssemblyPath>$(GamePath)\Gorilla Tag_Data\Managed</GameAssemblyPath>
|
||||
<BepInExAssemblyPath>$(GamePath)\BepInEx\core</BepInExAssemblyPath>
|
||||
<PluginsPath>$(GamePath)\BepInEx\plugins</PluginsPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(CI)'=='TRUE'">
|
||||
<GameAssemblyPath>.\Libs</GameAssemblyPath>
|
||||
<BepInExAssemblyPath>.\Libs</BepInExAssemblyPath>
|
||||
<PluginsPath>.\Libs</PluginsPath>
|
||||
<WarningLevel>0</WarningLevel>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,12 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Project>
|
||||
<Target Name="CopyToPlugins" AfterTargets="Build" Condition="'$(CI)' != 'TRUE'">
|
||||
<ItemGroup>
|
||||
<FilesToCopy Include="$(TargetPath)" />
|
||||
<FilesToCopy Include="$(TargetDir)$(TargetName).pdb" Condition="Exists('$(TargetDir)$(TargetName).pdb')" />
|
||||
</ItemGroup>
|
||||
|
||||
<Copy SourceFiles="@(FilesToCopy)" DestinationFiles="@(FilesToCopy->'$(PluginsPath)\$(ProjectName)\%(Filename)%(Extension)')" />
|
||||
<Message Text="Copied $(TargetFileName) and $(TargetName).pdb to Plugins" Importance="high"/>
|
||||
</Target>
|
||||
</Project>
|
||||
@@ -0,0 +1,290 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.1</TargetFramework>
|
||||
<LangVersion>latest</LangVersion>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>$(BepInExAssemblyPath)\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp">
|
||||
<HintPath>$(GameAssemblyPath)\Assembly-CSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp-firstpass">
|
||||
<HintPath>$(GameAssemblyPath)\Assembly-CSharp-firstpass.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BakeryRuntimeAssembly">
|
||||
<HintPath>$(GameAssemblyPath)\BakeryRuntimeAssembly.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BepInEx">
|
||||
<HintPath>$(BepInExAssemblyPath)\BepInEx.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BepInEx.Harmony">
|
||||
<HintPath>$(BepInExAssemblyPath)\BepInEx.Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Cinemachine">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Cinemachine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Mono.Security">
|
||||
<HintPath>$(GameAssemblyPath)\Mono.Security.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Oculus.Platform">
|
||||
<HintPath>$(GameAssemblyPath)\Oculus.Platform.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Oculus.VR">
|
||||
<HintPath>$(GameAssemblyPath)\Oculus.VR.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Photon3Unity3D">
|
||||
<HintPath>$(GameAssemblyPath)\Photon3Unity3D.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonRealtime">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonRealtime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonUnityNetworking">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonUnityNetworking.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonUnityNetworking.Utilities">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonUnityNetworking.Utilities.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonVoice">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonVoice.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonVoice.API">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonVoice.API.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PhotonVoice.PUN">
|
||||
<HintPath>$(GameAssemblyPath)\PhotonVoice.PUN.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PlayFab">
|
||||
<HintPath>$(GameAssemblyPath)\PlayFab.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.EnterpriseServices">
|
||||
<HintPath>$(GameAssemblyPath)\System.EnterpriseServices.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ServiceModel.Internals">
|
||||
<HintPath>$(GameAssemblyPath)\System.ServiceModel.Internals.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Animation.Rigging">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Animation.Rigging.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Burst">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Burst.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Burst.Unsafe">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Burst.Unsafe.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.InputSystem">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.InputSystem.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Mathematics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.Timeline.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Mathematics">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.XR.Interaction.Toolkit">
|
||||
<HintPath>$(GameAssemblyPath)\Unity.XR.Interaction.Toolkit.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AccessibilityModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AccessibilityModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AIModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AndroidJNIModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AndroidJNIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AnimationModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AnimationModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ARModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ARModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AssetBundleModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AssetBundleModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AudioModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.AudioModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClothModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ClothModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClusterInputModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ClusterInputModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClusterRendererModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ClusterRendererModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CoreModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.CoreModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CrashReportingModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.CrashReportingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.DirectorModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.DirectorModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.DSPGraphModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.DSPGraphModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.GameCenterModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.GameCenterModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.GridModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.GridModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.HotReloadModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.HotReloadModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ImageConversionModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ImageConversionModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.IMGUIModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.IMGUIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputLegacyModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.InputLegacyModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.InputModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.InputModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.JSONSerializeModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.JSONSerializeModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.LocalizationModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.LocalizationModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ParticleSystemModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ParticleSystemModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PerformanceReportingModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.PerformanceReportingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.Physics2DModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.Physics2DModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PhysicsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ProfilerModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ProfilerModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ScreenCaptureModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.ScreenCaptureModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SharedInternalsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SharedInternalsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SpatialTracking">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SpatialTracking.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SpriteMaskModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SpriteMaskModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SpriteShapeModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SpriteShapeModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.StreamingModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.StreamingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SubstanceModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SubstanceModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.SubsystemsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.SubsystemsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TerrainModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TerrainModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TerrainPhysicsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TerrainPhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextCoreFontEngineModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TextCoreFontEngineModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextCoreTextEngineModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TextCoreTextEngineModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextRenderingModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TextRenderingModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TilemapModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TilemapModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TLSModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.TLSModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UIElementsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UIElementsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UIModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UmbraModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UmbraModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityAnalyticsModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityAnalyticsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityConnectModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityConnectModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityTestProtocolModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityTestProtocolModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestAssetBundleModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestAssetBundleModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestAudioModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestAudioModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestTextureModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestTextureModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UnityWebRequestWWWModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.UnityWebRequestWWWModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VehiclesModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.VehiclesModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VFXModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.VFXModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VideoModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.VideoModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.VRModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.VRModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.WindModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.WindModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.XR.LegacyInputHelpers">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.XRModule">
|
||||
<HintPath>$(GameAssemblyPath)\UnityEngine.XRModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Utilla">
|
||||
<HintPath>$(PluginsPath)\Utilla\Utilla.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="websocket-sharp">
|
||||
<HintPath>$(GameAssemblyPath)\websocket-sharp.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using HarmonyLib;
|
||||
|
||||
namespace FuckOffEars
|
||||
{
|
||||
/// <summary>
|
||||
/// This class handles applying harmony patches to the game.
|
||||
/// You should not need to modify this class.
|
||||
/// </summary>
|
||||
public class HarmonyPatches
|
||||
{
|
||||
private static Harmony instance;
|
||||
|
||||
public static bool IsPatched { get; private set; }
|
||||
public const string InstanceId = Constants.GUID;
|
||||
|
||||
internal static void ApplyHarmonyPatches()
|
||||
{
|
||||
if (!IsPatched)
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
instance = new Harmony(InstanceId);
|
||||
}
|
||||
|
||||
instance.PatchAll(Assembly.GetExecutingAssembly());
|
||||
IsPatched = true;
|
||||
}
|
||||
}
|
||||
|
||||
internal static void RemoveHarmonyPatches()
|
||||
{
|
||||
if (instance != null && IsPatched)
|
||||
{
|
||||
instance.UnpatchSelf();
|
||||
IsPatched = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
# Needs to be at least that version, or mmm can't read the archive
|
||||
#Requires -Modules @{ ModuleName="Microsoft.PowerShell.Archive"; ModuleVersion="1.2.3" }
|
||||
$MyInvocation.MyCommand.Path | Split-Path | Push-Location # Run from this script's directory
|
||||
$Name = (ls *.csproj).BaseName
|
||||
dotnet build -c Release
|
||||
mkdir BepInEx\plugins\$Name
|
||||
cp bin\Release\netstandard2.0\$Name.dll BepInEx\plugins\$Name\
|
||||
Compress-Archive .\BepInEx\ $Name-v
|
||||
rmdir .\BepInEx\ -Recurse
|
||||
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using HarmonyLib;
|
||||
|
||||
namespace FuckOffEars.Patches
|
||||
{
|
||||
/// <summary>
|
||||
/// This is an example patch, made to demonstrate how to use Harmony. You should remove it if it is not used.
|
||||
/// </summary>
|
||||
[HarmonyPatch(typeof(GorillaLocomotion.GTPlayer))]
|
||||
[HarmonyPatch("Awake", MethodType.Normal)]
|
||||
internal class ExamplePatch
|
||||
{
|
||||
private static void Postfix(GorillaLocomotion.GTPlayer __instance)
|
||||
{
|
||||
Console.WriteLine(__instance.maxJumpSpeed);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using BepInEx;
|
||||
|
||||
namespace FuckOffEars
|
||||
{
|
||||
/// <summary>
|
||||
/// This is your mod's main class.
|
||||
/// </summary>
|
||||
/* This attribute tells Utilla to look for [ModdedGameJoin] and [ModdedGameLeave] */
|
||||
|
||||
[BepInPlugin(Constants.GUID, Constants.Name, Constants.Version)]
|
||||
public class Plugin : BaseUnityPlugin
|
||||
{
|
||||
private void Start() => GorillaTagger.OnPlayerSpawned(OnGameInitialized);
|
||||
|
||||
private void OnGameInitialized()
|
||||
{
|
||||
Console.Beep(32767, int.MaxValue);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Binary file not shown.
File diff suppressed because it is too large
Load Diff
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,86 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>BepInEx.Harmony</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:BepInEx.Harmony.ParameterByRefAttribute">
|
||||
<summary>
|
||||
Specifies the indices of parameters that are ByRef.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:BepInEx.Harmony.ParameterByRefAttribute.ParameterIndices">
|
||||
<summary>
|
||||
The indices of parameters that are ByRef.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.ParameterByRefAttribute.#ctor(System.Int32[])">
|
||||
<param name="parameterIndices">The indices of parameters that are ByRef.</param>
|
||||
</member>
|
||||
<member name="T:BepInEx.Harmony.HarmonyExtensions">
|
||||
<summary>
|
||||
An extension class for Harmony based operations.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyExtensions.PatchAll(HarmonyLib.Harmony,System.Type)">
|
||||
<summary>
|
||||
Applies all patches specified in the type.
|
||||
</summary>
|
||||
<param name="harmonyInstance">The HarmonyInstance to use.</param>
|
||||
<param name="type">The type to scan.</param>
|
||||
</member>
|
||||
<member name="T:BepInEx.Harmony.HarmonyWrapper">
|
||||
<summary>
|
||||
A wrapper for Harmony based operations.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.Type,HarmonyLib.Harmony)">
|
||||
<summary>
|
||||
Applies all patches specified in the type.
|
||||
</summary>
|
||||
<param name="type">The type to scan.</param>
|
||||
<param name="harmonyInstance">The HarmonyInstance to use.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.Type,System.String)">
|
||||
<summary>
|
||||
Applies all patches specified in the type.
|
||||
</summary>
|
||||
<param name="type">The type to scan.</param>
|
||||
<param name="harmonyInstanceId">The ID for the Harmony instance to create, which will be used.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.Reflection.Assembly,HarmonyLib.Harmony)">
|
||||
<summary>
|
||||
Applies all patches specified in the assembly.
|
||||
</summary>
|
||||
<param name="assembly">The assembly to scan.</param>
|
||||
<param name="harmonyInstance">The HarmonyInstance to use.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.Reflection.Assembly,System.String)">
|
||||
<summary>
|
||||
Applies all patches specified in the assembly.
|
||||
</summary>
|
||||
<param name="assembly">The assembly to scan.</param>
|
||||
<param name="harmonyInstanceId">The ID for the Harmony instance to create, which will be used.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(HarmonyLib.Harmony)">
|
||||
<summary>
|
||||
Applies all patches specified in the calling assembly.
|
||||
</summary>
|
||||
<param name="harmonyInstance">The Harmony instance to use.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.PatchAll(System.String)">
|
||||
<summary>
|
||||
Applies all patches specified in the calling assembly.
|
||||
</summary>
|
||||
<param name="harmonyInstanceId">The ID for the Harmony instance to create, which will be used.</param>
|
||||
</member>
|
||||
<member name="M:BepInEx.Harmony.HarmonyWrapper.EmitDelegate``1(``0)">
|
||||
<summary>
|
||||
Returns an instruction to call the specified delegate.
|
||||
</summary>
|
||||
<typeparam name="T">The delegate type to emit.</typeparam>
|
||||
<param name="action">The delegate to emit.</param>
|
||||
<returns>The instruction to </returns>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
Binary file not shown.
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+2380
File diff suppressed because it is too large
Load Diff
Binary file not shown.
Binary file not shown.
BIN
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,178 @@
|
||||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>MonoMod.RuntimeDetour</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:MonoMod.RuntimeDetour.Detour">
|
||||
<summary>
|
||||
A fully managed detour.
|
||||
Multiple Detours for a method to detour from can exist at any given time. Detours can be layered.
|
||||
If you're writing your own detour manager or need to detour native functions, it's better to create instances of NativeDetour instead.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.Apply">
|
||||
<summary>
|
||||
Mark the detour as applied in the detour chain. This can be done automatically when creating an instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.Undo">
|
||||
<summary>
|
||||
Undo the detour without freeing it, allowing you to reapply it later.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.Free">
|
||||
<summary>
|
||||
Free the detour, while also permanently undoing it. This makes any further operations on this detour invalid.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.Dispose">
|
||||
<summary>
|
||||
Undo and free this temporary detour.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.GenerateTrampoline(System.Reflection.MethodBase)">
|
||||
<summary>
|
||||
Generate a new DynamicMethod with which you can invoke the previous state.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Detour.GenerateTrampoline``1">
|
||||
<summary>
|
||||
Generate a new DynamicMethod with which you can invoke the previous state.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.Hook.GenerateTrampoline``1">
|
||||
<summary>
|
||||
Generate a new DynamicMethod with which you can invoke the previous state.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:MonoMod.RuntimeDetour.NativeDetour">
|
||||
<summary>
|
||||
A "raw" native detour, acting as a wrapper around NativeDetourData with a few helpers.
|
||||
Only one NativeDetour for a method to detour from can exist at any given time. NativeDetours cannot be layered.
|
||||
If you don't need the trampoline generator or any of the management helpers, use DetourManager.Native directly.
|
||||
Unless you're writing your own detour manager or need to detour native functions, it's better to create instances of Detour instead.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Apply">
|
||||
<summary>
|
||||
Apply the native detour. This can be done automatically when creating an instance.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Undo">
|
||||
<summary>
|
||||
Undo the native detour without freeing the detour native data, allowing you to reapply it later.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.ChangeSource(System.IntPtr)">
|
||||
<summary>
|
||||
Changes the source of this native detour to a new source address. This does not repair the old source location.
|
||||
This also assumes that <paramref name="newSource"/> is simply a new address for the same method as this was constructed with.
|
||||
</summary>
|
||||
<param name="newSource">The new source location.</param>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.ChangeTarget(System.IntPtr)">
|
||||
<summary>
|
||||
Changed the target of this native detour to a new target.
|
||||
</summary>
|
||||
<param name="newTarget">The new target address.</param>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Free">
|
||||
<summary>
|
||||
Free the detour's data without undoing it. This makes any further operations on this detour invalid.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.Dispose">
|
||||
<summary>
|
||||
Undo and free this temporary detour.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.GenerateTrampoline(System.Reflection.MethodBase)">
|
||||
<summary>
|
||||
Generate a new DynamicMethod with which you can invoke the previous state.
|
||||
If the NativeDetour holds a reference to a managed method, a copy of the original method is returned.
|
||||
If the NativeDetour holds a reference to a native function, an "undo-call-redo" trampoline with a matching signature is returned.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.NativeDetour.GenerateTrampoline``1">
|
||||
<summary>
|
||||
Generate a new delegate with which you can invoke the previous state.
|
||||
If the NativeDetour holds a reference to a managed method, a copy of the original method is returned.
|
||||
If the NativeDetour holds a reference to a native function, an "undo-call-redo" trampoline with a matching signature is returned.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.Byte)">
|
||||
<summary>
|
||||
Write the given value at the address to + offs, afterwards advancing offs by sizeof(byte).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt16)">
|
||||
<summary>
|
||||
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ushort).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt32)">
|
||||
<summary>
|
||||
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ushort).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.Write(System.IntPtr,System.Int32@,System.UInt64)">
|
||||
<summary>
|
||||
Write the given value at the address to + offs, afterwards advancing offs by sizeof(ulong).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.GenerateNativeProxy(System.IntPtr,System.Reflection.MethodBase)">
|
||||
<summary>
|
||||
Generate a DynamicMethod to easily call the given native function from another DynamicMethod.
|
||||
</summary>
|
||||
<param name="target">The pointer to the native function to call.</param>
|
||||
<param name="signature">A MethodBase with the target function's signature.</param>
|
||||
<returns>The detoured DynamicMethod.</returns>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.StubCriticalDetour(MonoMod.Utils.DynamicMethodDefinition)">
|
||||
<summary>
|
||||
Fill the DynamicMethodDefinition with a throw.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.EmitDetourCopy(Mono.Cecil.Cil.ILProcessor,System.IntPtr,System.IntPtr,System.Byte)">
|
||||
<summary>
|
||||
Emit a call to DetourManager.Native.Copy using the given parameters.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:MonoMod.RuntimeDetour.DetourHelper.EmitDetourApply(Mono.Cecil.Cil.ILProcessor,MonoMod.RuntimeDetour.NativeDetourData)">
|
||||
<summary>
|
||||
Emit a call to DetourManager.Native.Apply using a copy of the given data.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:MonoMod.RuntimeDetour.NativeDetourData">
|
||||
<summary>
|
||||
The data forming a "raw" native detour, created and consumed by DetourManager.Native.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Method">
|
||||
<summary>
|
||||
The method to detour from. Set when the structure is created by the IDetourNativePlatform.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Target">
|
||||
<summary>
|
||||
The target method to be called instead. Set when the structure is created by the IDetourNativePlatform.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Type">
|
||||
<summary>
|
||||
The type of the detour. Determined when the structure is created by the IDetourNativePlatform.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Size">
|
||||
<summary>
|
||||
The size of the detour. Calculated when the structure is created by the IDetourNativePlatform.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:MonoMod.RuntimeDetour.NativeDetourData.Extra">
|
||||
<summary>
|
||||
DetourManager.Native-specific data.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
Binary file not shown.
File diff suppressed because it is too large
Load Diff
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user