Reorder grids, nonrandom grenades
This commit is contained in:
60
Patches/NoRandomGrenadesPatch.cs
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60
Patches/NoRandomGrenadesPatch.cs
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@@ -0,0 +1,60 @@
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using HarmonyLib;
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using SPT.Reflection.Patching;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Reflection.Emit;
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namespace UIFixes
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{
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public class NoRandomGrenadesPatch : ModulePatch
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{
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private static NoRandomGrenadesPatch Patch;
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public static void Init()
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{
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Settings.DeterministicGrenades.Bind(enabled =>
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{
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if (enabled)
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{
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Patch ??= new NoRandomGrenadesPatch();
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Patch.Enable();
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}
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else
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{
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Patch?.Disable();
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}
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});
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}
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// Make ctor private so I don't forget to call Init() instead
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private NoRandomGrenadesPatch() { }
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(Class1472), nameof(Class1472.vmethod_1));
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}
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[PatchTranspiler]
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public static IEnumerable<CodeInstruction> Transpile(IEnumerable<CodeInstruction> instructions)
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{
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foreach (var instruction in instructions)
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{
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if (instruction.opcode == OpCodes.Ble_S || instruction.opcode == OpCodes.Ble) // DnSpy is lying about which one this is!?
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{
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// This is the line
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// if (count > 0)
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// which in IL does "if count is less than or equal to 1, jump over"
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// So switch the IL to bge, so it jumps over if count is greater or equal to 1, thus skipping the randomizer
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yield return new CodeInstruction(instruction)
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{
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opcode = instruction.opcode == OpCodes.Ble_S ? OpCodes.Bge_S : OpCodes.Bge,
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};
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}
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else
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{
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yield return instruction;
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}
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}
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}
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}
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}
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114
Patches/ReorderGridsPatch.cs
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114
Patches/ReorderGridsPatch.cs
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@@ -0,0 +1,114 @@
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using EFT.UI.DragAndDrop;
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using HarmonyLib;
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using SPT.Reflection.Patching;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace UIFixes
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{
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public class ReorderGridsPatch : ModulePatch
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{
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private static readonly HashSet<string> ReorderedItems = [];
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private static readonly Dictionary<string, int[]> GridMaps = [];
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.DeclaredMethod(typeof(TemplatedGridsView), nameof(TemplatedGridsView.Show));
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}
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[PatchPrefix]
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public static void Prefix(LootItemClass compoundItem, ref GridView[] ____presetGridViews)
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{
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if (!Settings.ReorderGrids.Value)
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{
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if (ReorderedItems.Contains(compoundItem.Id) && GridMaps.TryGetValue(compoundItem.TemplateId, out int[] unwantedMap))
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{
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// Put it back
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StashGridClass[] orderedGrids = new StashGridClass[compoundItem.Grids.Length];
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for (int i = 0; i < compoundItem.Grids.Length; i++)
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{
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orderedGrids[i] = compoundItem.Grids[unwantedMap[i]];
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}
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compoundItem.Grids = orderedGrids;
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ReorderedItems.Remove(compoundItem.Id);
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}
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return;
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}
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if (GridMaps.TryGetValue(compoundItem.TemplateId, out int[] map))
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{
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GridView[] orderedGridView = new GridView[____presetGridViews.Length];
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for (int i = 0; i < ____presetGridViews.Length; i++)
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{
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orderedGridView[map[i]] = ____presetGridViews[i];
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}
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____presetGridViews = orderedGridView;
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if (!ReorderedItems.Contains(compoundItem.Id))
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{
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StashGridClass[] orderedGrids = new StashGridClass[compoundItem.Grids.Length];
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for (int i = 0; i < compoundItem.Grids.Length; i++)
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{
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orderedGrids[map[i]] = compoundItem.Grids[i];
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}
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compoundItem.Grids = orderedGrids;
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ReorderedItems.Add(compoundItem.Id);
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}
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}
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}
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[PatchPostfix]
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public static void Postfix(TemplatedGridsView __instance, LootItemClass compoundItem, ref GridView[] ____presetGridViews)
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{
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if (!Settings.ReorderGrids.Value || ReorderedItems.Contains(compoundItem.Id))
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{
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return;
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}
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var pairs = compoundItem.Grids.Zip(____presetGridViews, (g, gv) => new KeyValuePair<StashGridClass, GridView>(g, gv));
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RectTransform parentView = __instance.RectTransform();
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Vector2 parentPosition = parentView.pivot.y == 1 ? parentView.position : new Vector2(parentView.position.x, parentView.position.y + parentView.sizeDelta.y);
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Vector2 gridSize = new(64f * parentView.lossyScale.x, 64f * parentView.lossyScale.y);
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var sorted = pairs.OrderBy(pair =>
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{
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var grid = pair.Key;
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var gridView = pair.Value;
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float xOffset = gridView.transform.position.x - parentPosition.x;
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float yOffset = -(gridView.transform.position.y - parentPosition.y); // invert y since grid coords are upper-left origin
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int x = (int)Math.Round(xOffset / gridSize.x, MidpointRounding.AwayFromZero);
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int y = (int)Math.Round(yOffset / gridSize.y, MidpointRounding.AwayFromZero);
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return y * 100 + x;
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});
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GridView[] orderedGridViews = sorted.Select(pair => pair.Value).ToArray();
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// Populate the gridmap
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if (!GridMaps.ContainsKey(compoundItem.TemplateId))
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{
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int[] map = new int[____presetGridViews.Length];
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for (int i = 0; i < ____presetGridViews.Length; i++)
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{
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map[i] = orderedGridViews.IndexOf(____presetGridViews[i]);
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}
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GridMaps.Add(compoundItem.TemplateId, map);
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}
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compoundItem.Grids = sorted.Select(pair => pair.Key).ToArray();
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____presetGridViews = orderedGridViews;
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ReorderedItems.Add(compoundItem.Id);
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}
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}
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}
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@@ -58,6 +58,8 @@ namespace UIFixes
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new PutToolsBackPatch().Enable();
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new RebindGrenadesPatch().Enable();
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AimToggleHoldPatches.Enable();
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new ReorderGridsPatch().Enable();
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NoRandomGrenadesPatch.Init();
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}
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public static bool InRaid()
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20
Settings.cs
20
Settings.cs
@@ -76,6 +76,7 @@ namespace UIFixes
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public static ConfigEntry<bool> ShowMultiSelectDebug { get; set; } // Advanced
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public static ConfigEntry<bool> SwapItems { get; set; }
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public static ConfigEntry<bool> SwapImpossibleContainers { get; set; }
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public static ConfigEntry<bool> ReorderGrids { get; set; }
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public static ConfigEntry<bool> SynchronizeStashScrolling { get; set; }
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public static ConfigEntry<bool> GreedyStackMove { get; set; }
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public static ConfigEntry<bool> MergeFIRMoney { get; set; }
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@@ -98,6 +99,7 @@ namespace UIFixes
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// In Raid
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public static ConfigEntry<bool> RemoveDisabledActions { get; set; }
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public static ConfigEntry<bool> EnableLoadAmmo { get; set; }
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public static ConfigEntry<bool> DeterministicGrenades { get; set; }
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// Flea Market
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public static ConfigEntry<bool> EnableFleaHistory { get; set; }
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@@ -394,6 +396,15 @@ namespace UIFixes
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null,
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new ConfigurationManagerAttributes { })));
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configEntries.Add(ReorderGrids = config.Bind(
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InventorySection,
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"Standardize Grid Order",
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true,
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new ConfigDescription(
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"Change internal ordering of grids in rigs/backpacks to be left to right, top to bottom",
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null,
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new ConfigurationManagerAttributes { })));
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configEntries.Add(SynchronizeStashScrolling = config.Bind(
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InventorySection,
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"Synchronize Stash Scroll Position",
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@@ -558,6 +569,15 @@ namespace UIFixes
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null,
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new ConfigurationManagerAttributes { })));
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configEntries.Add(DeterministicGrenades = config.Bind(
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InRaidSection,
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"Nonrandom Grenades",
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false,
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new ConfigDescription(
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"By default, EFT picks a random grenade when you hit the Grenade key. This removes that behavior",
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null,
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new ConfigurationManagerAttributes { })));
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// Flea Market
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configEntries.Add(EnableFleaHistory = config.Bind(
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FleaMarketSection,
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