Add dependencies
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0
Projects/AgainstTheStorm/AgainstTheStorm/deploy.sh
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0
Projects/AgainstTheStorm/AgainstTheStorm/deploy.sh
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{EE5EFB7F-A4DC-44F0-967B-F71ECA2D46AE}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>TerraTech</RootNamespace>
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<AssemblyName>CaptainOfIndustry</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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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>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</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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</PropertyGroup>
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<ItemGroup>
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<Compile Include="BeamPropertiesManager.cs" />
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<Compile Include="Class1.cs" />
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<Compile Include="FuelPropertiesManager.cs" />
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<Compile Include="GeneratorPropertiesManager.cs" />
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<Compile Include="HomingAndVelocityProjectilePatch.cs" />
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<Compile Include="MagnetPropertiesManager.cs" />
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<Compile Include="MinerPropertiesManager.cs" />
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<Compile Include="Patches.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="SeekingProjectileManager.cs" />
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<Compile Include="ThrusterPropertiesManager.cs" />
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<Compile Include="WeaponPropertiesManager.cs" />
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<Compile Include="WheelPropertiesManager.cs" />
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<Compile Include="WirelessChargerPropertiesManager.cs" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>..\libs\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>..\libs\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="BepInEx">
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<HintPath>..\libs\BepInEx.dll</HintPath>
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</Reference>
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<Reference Include="ConfigurationManager">
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<HintPath>..\libs\ConfigurationManager.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine">
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<HintPath>..\libs\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>..\libs\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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19
Projects/Escapists2/.run/Build.run.xml
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19
Projects/Escapists2/.run/Build.run.xml
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<component name="ProjectRunConfigurationManager">
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<configuration default="false" name="Build" type="ShConfigurationType">
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<option name="SCRIPT_TEXT" value="cp "C:\Users\Administrator\RiderProjects\Bepinex\Projects\Escapists2\Escapists2\obj\Debug\Escapists2.dll" "C:\Games\The.Escapists.2.v1.1.10\BepInEx\plugins"" />
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<option name="INDEPENDENT_SCRIPT_PATH" value="true" />
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<option name="SCRIPT_PATH" value="" />
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<option name="SCRIPT_OPTIONS" value="" />
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<option name="INDEPENDENT_SCRIPT_WORKING_DIRECTORY" value="true" />
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<option name="SCRIPT_WORKING_DIRECTORY" value="$PROJECT_DIR$" />
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<option name="INDEPENDENT_INTERPRETER_PATH" value="true" />
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<option name="INTERPRETER_PATH" value="" />
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<option name="INTERPRETER_OPTIONS" value="" />
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<option name="EXECUTE_IN_TERMINAL" value="true" />
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<option name="EXECUTE_SCRIPT_FILE" value="false" />
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<envs />
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<method v="2">
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<option name="Build" default="false" projectName="Escapists2" projectPath="file://$PROJECT_DIR$/Escapists2/Escapists2.csproj" />
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</method>
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</configuration>
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</component>
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5
Projects/Escapists2/Escapists2/XPPatch.cs
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Projects/Escapists2/Escapists2/XPPatch.cs
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namespace Escapists2 {
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public class XPPatch {
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}
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}
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24
Projects/Regiments/Regiments/Patches.cs
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24
Projects/Regiments/Regiments/Patches.cs
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using HarmonyLib;
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namespace TerraTech {
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[HarmonyPatch]
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public class Patches {
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[HarmonyPrefix]
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[HarmonyPatch(typeof(ManLicenses), "AddXP")]
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static void XPMulti(FactionSubTypes corporation, ref int xp, bool showUI = true) {
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xp = (int)(xp * Main.xpMultiplier.Value);
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(ManPlayer), "AddMoney")]
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static void MoneyMulti(ref int amount) {
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amount = (int)(amount * Main.moneyMultiplier.Value);
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(TechHolders), "SetHeartbeatInterval")]
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static void HeartbeatMulti(ref float interval) {
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interval *= Main.heartbeatIntervalMultiplier.Value;
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}
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}
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}
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5
Projects/Regiments/Regiments/Transpiler.cs
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5
Projects/Regiments/Regiments/Transpiler.cs
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namespace Regiments {
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public class Transpiler {
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}
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}
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