public override void OnCreated(ILoading loading) { base.OnCreated(loading); RenderManagerDetour.Deploy(); NetManagerDetour.Deploy(); }
/// <summary> /// Called when mod is created. /// </summary> /// <param name="loading">The loading.</param> public override void OnCreated(ILoading loading) { Log.Debug(this, "OnCreated", "Base"); Global.Initialize(); Log.FlushBuffer(); base.OnCreated(loading); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (_isReleased) { var version = GetType().Assembly.GetName().Version; Debug.Log(string.Format(Name + ": Version {0}", version)); if (AssetPath != null && AssetPath != Assets.PATH_NOT_FOUND) { _container = new GameObject(Name.Replace(" ", "")); foreach (IModule module in Modules) module.OnCreated(loading); _localizationInstaller = _container.AddInstallerComponent<LocalizationInstaller>(); _localizationInstaller.Host = this; _assetsInstaller = _container.AddInstallerComponent<AssetsInstaller>(); _assetsInstaller.Host = this; foreach (IModule module in Modules) module.OnInstallingContent(); } _isReleased = false; } }
public override void OnCreated(ILoading loading) { // To overwrite the game defaults which EconomyExtensionBase is used before OnLevelLoaded is called sw = Stopwatch.StartNew(); readFromXML(); sw.Stop(); hasLoaded = true; }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (Container == null) { Container = new GameObject("ElevatedTrainStationTrack").AddComponent<Container>(); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); var allFlags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public; var method = typeof(AssetEditorMainToolbar).GetMethod("RefreshForIntersection", allFlags); redirects.Add(method, RedirectionHelper.RedirectCalls(method, typeof(Tool).GetMethod("RefreshForIntersection", allFlags))); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (Container == null) { Container = new GameObject("ExtraTrainStationTracks").AddComponent<Initializer>(); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (m_initializer == null) { m_initializer = new GameObject("CSL-Traffic Custom Prefabs"); m_initializer.AddComponent<Initializer>(); } }
/// <summary> /// 启动程序 /// </summary> public static void Main() { AppGlobal.AppRootPath = System.Windows.Forms.Application.StartupPath + "\\"; AppGlobal.appType = AppType.Winform; AppGlobal.IsSaas = System.Configuration.ConfigurationManager.AppSettings["IsSaas"] == "true" ? true : false; FrmSplash frmSplash = new FrmSplash(Init); winfromMain = frmSplash as ILoading; System.Windows.Forms.Application.Run(frmSplash); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (m_initializer == null) { m_initializer = new GameObject("CSL-Traffic Custom Prefabs"); m_initializer.AddComponent <Initializer>(); } }
public override void OnCreated(ILoading loading) { if ((ToolManager.instance.m_properties.m_mode & ItemClass.Availability.GameAndMap) != ItemClass.Availability.None) { //if (FindIt.detourGeneratedScrollPanels.value) //{ Redirector <Detours.GeneratedScrollPanelDetour> .Deploy(); //} } }
public void OnCreated(ILoading loading) { Debug.Log("GrowableOverhaul OnCreated!"); if (created) return; // TODO detect conflicting mods (Building Themes, 81 tiles, etc.) Redirect(true); created = true; }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (Instance == null) { Instance = this; } DebugLog.Warning("Created v." + Assembly.GetExecutingAssembly().GetName().Version + " at " + DateTime.Now); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (loading.currentMode != AppMode.Game) { return; } Redirector <PropToolDetour> .Deploy(); Redirector <PropInstanceDetour> .Deploy(); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (Container == null) { Container = new GameObject("TramStationTrack").AddComponent <Initializer>(); } Util.AddLocale("NET", "Tram Station Track", "Tram Station Track", "Tram Station Track"); Util.AddLocale("NET", "Tram Station Track Sunken", "Tram Station Track Sunken", "Tram Station Track Sunken"); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); Redirector <WildlifeSpawnPointAIDetour> .Deploy(); Redirector <LivestockAIDetour> .Deploy(); Redirector <WildlifeAIDetour> .Deploy(); Redirector <PetAIDetour> .Deploy(); }
public override void OnCreated(ILoading loading) { try //So we don't f**k up loading the city { LoadSprites(); } catch(Exception ex) { Debug.LogException(ex); } }
public override void OnCreated(ILoading loading) { try //So we don't f**k up loading the city { LoadSprites(); } catch (Exception ex) { LoggerUtils.LogException(ex); } }
public void OnCreated(ILoading loading) { DestroyOld ("DistrictRCIDemand"); var timer = new Timer (10000); //delays GUI hook so other mods such as Building Themes can do its thing timer.Elapsed += (object sender, ElapsedEventArgs e) => { HookGUI(); timer.Enabled = false; timer.Dispose(); }; timer.Enabled = true; }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (!IsHooked() || loading.currentMode != AppMode.Game) { return; } UserMod.Settings = CustomizeItSettings.Load(); BuildingInfoHook.OnPostInitialization += OnPostBuildingInit; BuildingInfoHook.Deploy(); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (!IsHooked()) { return; } PropInfoHook.OnPreInitialization += OnPrePropInit; PropInfoHook.OnPostInitialization += OnPostPropInit; PropInfoHook.Deploy(); }
public override void OnCreated(ILoading loading) { //SelfDestruct.DestructOldInstances(this); base.OnCreated(loading); ToolMode = TrafficManagerMode.None; Detours = new List <Detour>(); DetourInited = false; CustomPathManager = new CustomPathManager(); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (loading.currentMode != AppMode.AssetEditor) { return; } if (Container == null) { Container = new GameObject("SubBuildingsEditor").AddComponent <PropInitializer>(); } }
public override void OnCreated(ILoading loading) { try //So we don't f**k up loading the city { LoadSprites(); Changelog.Instance().DownloadChangelogAsync(OptionsManager.m_workshopId); } catch(Exception ex) { Debug.LogException(ex); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); // cancel if Prefab Hook is not installed if (!IsHooked()) return; ResourceReplacer.instance.OnCreated(); BuildingInfoHook.OnPreInitialization += ResourceReplacer.instance.ProcessBuilding; BuildingInfoHook.Deploy(); }
public override void OnCreated(ILoading loading) { try { JsonMapper.RegisterExporter <float>((obj, writer) => writer.Write(Convert.ToDouble(obj))); JsonMapper.RegisterImporter <double, float>(input => Convert.ToSingle(input)); } catch (NullReferenceException e) { LoggerUtils.Log("Failure at jsonmapper!"); } }
public void OnCreated(ILoading loading) { Harmony = HarmonyInstance.Create("com.pachang.enhanceddistrictservices"); Harmony.PatchAll(Assembly.GetExecutingAssembly()); if (Settings.disableVehicleCollisionCheck) { Logger.Log("EnhancedDistrictServicesMod::OnCreated: Enabling new algorithm for unclogging traffic jams near outside connections ..."); CarAIDisableCollectionCheckPatch.Enable(Harmony); CarAITrySpawnPatch.Enable(Harmony); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (loading.currentMode != AppMode.Game) { return; } DataShared.Data = new TransfersStatistics(Options.StorageVersion); HarmonyPatches.Apply(); IsActive = true; }
public void OnCreated(ILoading loading) { DestroyOld("DistrictRCIDemand"); var timer = new Timer(10000); //delays GUI hook so other mods such as Building Themes can do its thing timer.Elapsed += (object sender, ElapsedEventArgs e) => { HookGUI(); timer.Enabled = false; timer.Dispose(); }; timer.Enabled = true; }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (forceResName.config.Logging) { Debug.Log("Reloading config before mapload."); } Helper.ReloadConfigValues(false, false); forceResName.config.Apply(); }
public override void OnCreated(ILoading loading) { // SelfDestruct.DestructOldInstances(this); base.OnCreated(loading); Detours = new List <Detour>(); RegisteredManagers = new List <ICustomManager>(); DetourInited = false; CustomPathManager = new CustomPathManager(); RegisterCustomManagers(); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); flagCache = Flags.CollectFlags(false); if (!IsHooked()) { return; } PropInfoHook.OnPreInitialization += OnPrePropInit; PropInfoHook.Deploy(); }
public override void OnCreated(ILoading loading) { Logger.logInfo(LOG_BASE, "SeniorCitizenCenterMod Created"); instance = this; base.OnCreated(loading); if (this.nursingHomeInitializerObj != null) { return; } this.nursingHomeInitializerObj = new GameObject("SeniorCitizenCenterMod Nursing Homes"); this.nursingHomeInitializer = this.nursingHomeInitializerObj.AddComponent<NursingHomeInitializer>(); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); try { // Create backup: AmericanRoadsignsTool.SaveBackup(); } catch (Exception e) { DebugUtils.LogException(e); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); debugLog.Clear(); debugLog.Add("Better Upgrade: Initializing Mod..."); Detour.PrivateBuildingAIDetour.Deploy(); Detour.BuildingInfoDetour.Deploy(); debugLog.Add("Better Upgrade: Mod successfully intialized."); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (LoadingManager.instance.m_loadingComplete) { if (NetPickerTool.instance == null) { ToolController toolController = ToolsModifierControl.toolController; NetPickerTool.instance = toolController.gameObject.AddComponent <NetPickerTool>(); NetPickerTool.instance.enabled = false; } } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); Debug.Log("reloaded"); Debug.Log(loading.currentMode); if (ObjectArrayTool.instance == null) { Debug.Log("Reload"); ToolController toolController = GameObject.FindObjectOfType <ToolController>(); ObjectArrayTool.instance = toolController.gameObject.AddComponent <ObjectArrayTool>(); ObjectArrayTool.instance.enabled = false; } }
public override void OnCreated(ILoading loading) { _harmony = HarmonyInstance.Create("Klyte.SuburbStyler"); var originalMethod = typeof(BuildingAI).GetMethod("RenderProps", BindingFlags.NonPublic | BindingFlags.Instance); var prefix = typeof(BuildingAiRenderPropsPatch).GetMethod("Prefix"); var postfix = typeof(BuildingAiRenderPropsPatch).GetMethod("Postfix"); _harmony.Patch(originalMethod, new HarmonyMethod(prefix), new HarmonyMethod(postfix), null); BuildingDecorationManager.Ensure(); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (loading.currentMode == AppMode.Game || loading.currentMode == AppMode.ThemeEditor) { if (OptionsWrapper <Options> .Options.treeBrush && loading.currentMode == AppMode.Game) { Redirector <BeautificationPanelDetour> .Deploy(); } if (OptionsWrapper <Options> .Options.waterTool) { Redirector <WaterToolDetour> .Deploy(); } } //to allow to work in MapEditor if (OptionsWrapper <Options> .Options.treePencil) { Redirector <TreeToolDetour> .Deploy(); } if (OptionsWrapper <Options> .Options.terrainTool) { Redirector <TerrainToolDetour> .Deploy(); Redirector <TerrainPanelDetour> .Deploy(); Redirector <LandscapingPanelDetour> .Deploy(); Redirector <LevelHeightOptionPanelDetour> .Deploy(); Redirector <UndoTerrainOptionPanelDetour> .Deploy(); } Redirector <BrushOptionPanelDetour> .Deploy(); Util.AddLocale("LANDSCAPING", "Ditch", Mod.translation.GetTranslation("ELT_DITCH_BUTTON"), ""); Util.AddLocale("LANDSCAPING", "Sand", Mod.translation.GetTranslation("ELT_SAND_BUTTON"), Mod.translation.GetTranslation("ELT_SAND_DESCRIPTION")); Util.AddLocale("TERRAIN", "Ditch", Mod.translation.GetTranslation("ELT_DITCH_BUTTON"), ""); Util.AddLocale("TERRAIN", "Sand", Mod.translation.GetTranslation("ELT_SAND_BUTTON"), Mod.translation.GetTranslation("ELT_SAND_DESCRIPTION")); Util.AddLocale("TUTORIAL_ADVISER", "Resource", "Ground Resources Tool", ""); Util.AddLocale("TUTORIAL_ADVISER", "Water", "Water Tool", ""); try { Plugins.Initialize(); } catch (Exception e) { Debug.LogException(e); } }
public override void OnCreated(ILoading loading) { Logger.logInfo(LOG_BASE, "DormitoryMod Created"); instance = this; base.OnCreated(loading); if (this.dormitoryInitializerObj != null) { return; } this.dormitoryInitializerObj = new GameObject("DormitoryMod Dormitories"); this.dormitoryInitializer = this.dormitoryInitializerObj.AddComponent <DormitoryInitializer>(); }
public override void OnCreated(ILoading loading) { FieldInfo pathManagerInstance = typeof(ColossalFramework.Singleton <PathManager>).GetField("sInstance", BindingFlags.Static | BindingFlags.NonPublic); PathManager stockPathManager = PathManager.instance; LaneChangerPathManager lcPathManager = stockPathManager.gameObject.AddComponent <LaneChangerPathManager>(); lcPathManager.UpdateWithPathManagerValues(stockPathManager); pathManagerInstance.SetValue(null, lcPathManager); FastList <ISimulationManager> managers = typeof(SimulationManager).GetField("m_managers", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null) as FastList <ISimulationManager>; managers.Remove(stockPathManager); managers.Add(lcPathManager); GameObject.Destroy(stockPathManager, 10f); }
public void OnCreated(ILoading loading) { Debug.Log("GrowableOverhaul OnCreated!"); if (created) { return; } // TODO detect conflicting mods (Building Themes, 81 tiles, etc.) Redirect(true); created = true; }
public override void OnCreated(ILoading loading) { if (!isModEnabled) { isModEnabled = true; sw = Stopwatch.StartNew(); Redirect(true); readFromXML(); sw.Stop(); UnityEngine.Debug.Log("WG_HighRiseBan: Successfully loaded in " + sw.ElapsedMilliseconds + " ms."); } }
/// <summary> /// As of v1.6 fired When deseralization of all IDataContainers.Deserialize and AfterDeserialize() calls. /// in the game have completed. In 1.5 it used to fire earlier it seemed or was at least more deterministic. /// </summary> /// <param name="loading">the games 'loading' object which doesn't have much use this early</param> public override void OnCreated(ILoading loading) { base.OnCreated(loading); try { if (Mod.DEBUG_LOG_ON) { Logger.dbgLog("Reloading config before mapload."); } TFCHelper.ReloadConfigValues(false, false); } catch (Exception ex) { Logger.dbgLog("Error:", ex, true); } }
public override void OnCreated(ILoading loading) { try //So we don't f**k up loading the city { LoadSprites(); CimToolsHandler.CimToolBase.DetailedLogger.Log("Loading mod"); CimToolsHandler.CimToolBase.Changelog.DownloadChangelog(); CimToolsHandler.CimToolBase.XMLFileOptions.Load(); } catch (Exception ex) { Debug.LogException(ex); } }
public override void OnCreated(ILoading loading) { try { // Storing default values ASAP (before any mods have the time to change values) DefaultOptions.StoreAll(); // Creating a backup AdvancedVehicleOptions.SaveBackup(); } catch (Exception e) { DebugUtils.LogException(e); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (sm_optionsManager != null) { sm_optionsManager.GetComponent<OptionsManager>().LoadOptions(); } if (m_initializer == null) { m_initializer = new GameObject("CSL-Traffic Custom Prefabs"); m_initializer.AddComponent<Initializer>(); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); try { if (Mod.DEBUG_LOG_ON) { Helper.dbgLog("Resetting Stats and Reloading config before mapload."); } //reset stats between maps. // *reload config values again after map load. This should not be problem atm. // *So long as we do this before OnLevelLoaded we should be ok; Mod.ResetStatValues(); Mod.ReloadConfigValues(false, false); } catch (Exception ex) { Helper.dbgLog("Error:", ex, true); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); Debugger.Initialize(); Debugger.Log("ON_CREATED"); Debugger.Log("Building Themes: Initializing Mod..."); PolicyPanelEnabler.Register(); BuildingThemesManager.instance.Reset(); BuildingThemesManager.instance.searchBuildingThemeMods(); BuildingVariationManager.instance.Reset(); if (BuildingVariationManager.Enabled) { try { Detour.BuildingInfoDetour.Deploy(); } catch (Exception e) { Debugger.LogException(e); } } try { Detour.BuildingManagerDetour.Deploy(); } catch (Exception e) { Debugger.LogException(e); } try { Detour.ZoneBlockDetour.Deploy(); } catch (Exception e) { Debugger.LogException(e); } try { Detour.ImmaterialResourceManagerDetour.Deploy(); } catch (Exception e) { Debugger.LogException(e); } try { Detour.PrivateBuildingAIDetour<ResidentialBuildingAI>.Deploy(); } catch (Exception e) { Debugger.LogException(e); } try { Detour.PrivateBuildingAIDetour<CommercialBuildingAI>.Deploy(); } catch (Exception e) { Debugger.LogException(e); } try { Detour.PrivateBuildingAIDetour<IndustrialBuildingAI>.Deploy(); } catch (Exception e) { Debugger.LogException(e); } try { Detour.PrivateBuildingAIDetour<OfficeBuildingAI>.Deploy(); } catch (Exception e) { Debugger.LogException(e); } try { Detour.PoliciesPanelDetour.Deploy(); } catch (Exception e) { Debugger.LogException(e); } Debugger.Log("Building Themes: Mod successfully intialized."); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (_isReleased) { _container = new GameObject(NEXT_OBJECT_NAME); _newRoads = _container.AddComponent<NetCollection>(); _newRoads.name = NEWROADS_NETCOLLECTION; _initalizer = _container.AddComponent<ModInitializer>(); _initalizer.NewRoads = _newRoads; _initalizer.InitializationCompleted += InitializationCompleted; _isReleased = false; } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (_isReleased) { if (GetPath() != PATH_NOT_FOUND) { _container = new GameObject(REX_OBJECT_NAME); _newRoads = _container.AddComponent<NetCollection>(); _newRoads.name = NEWROADS_NETCOLLECTION; _initializer = _container.AddComponent<Initializer>(); _initializer.InstallationCompleted += InitializationCompleted; } _isReleased = false; } }
public override void OnCreated(ILoading loading) { // Modify methods which set Building.Width/Building.Length: // Those are properties of the Building struct // The setters clamp the width and length to 16 // The modified methods directly modify the m_width and m_length field // instead of using the setters Detour.BuildingDecorationDetour.Deploy(); Detour.BuildingManagerDetour.Deploy(); // Replace getWidthRange/getLengthRange methods of all ploppable BuildingAIs // By default these are limiting the asset size to // 16x8, 15x9, 14x11, 13x12, 12x13, 11x14, 9x15, 8x16 // The modified methods return 32x32 Detour.BuildingAIDetour<CargoStationAI>.Deploy(); Detour.BuildingAIDetour<CargoHarborAI>.Deploy(); Detour.BuildingAIDetour<CemeteryAI>.Deploy(); Detour.BuildingAIDetour<DepotAI>.Deploy(); Detour.BuildingAIDetour<TransportStationAI>.Deploy(); Detour.BuildingAIDetour<HarborAI>.Deploy(); Detour.BuildingAIDetour<FireStationAI>.Deploy(); Detour.BuildingAIDetour<HospitalAI>.Deploy(); Detour.BuildingAIDetour<MedicalCenterAI>.Deploy(); Detour.BuildingAIDetour<LandfillSiteAI>.Deploy(); Detour.BuildingAIDetour<MonumentAI>.Deploy(); Detour.BuildingAIDetour<ParkAI>.Deploy(); Detour.BuildingAIDetour<PoliceStationAI>.Deploy(); Detour.BuildingAIDetour<PowerPlantAI>.Deploy(); Detour.BuildingAIDetour<WindTurbineAI>.Deploy(); Detour.BuildingAIDetour<SchoolAI>.Deploy(); Detour.BuildingAIDetour<WaterFacilityAI>.Deploy(); Detour.BuildingAIDetour<HadronColliderAI>.Deploy(); //Detour.BuildingAIDetour<EdenProjectAI>.Deploy(); //Detour.BuildingAIDetour<FusionPowerPlantAI>.Deploy(); //Detour.BuildingAIDetour<DamPowerHouseAI>.Deploy(); //Detour.BuildingAIDetour<SpaceElevatorAI>.Deploy(); // This is a buffer that has a length of 16 by default // It is used by the game to calculate the ground texture of an asset typeof(Building).GetField("TempMask", BindingFlags.Static | BindingFlags.NonPublic).SetValue(null, new ushort[MAX_LENGTH]); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (!IsHooked()) { return; } switch (loading.currentMode) { case AppMode.Game: NetInfoHook.OnPreInitialization += OnPreInitializationInGame; NetInfoHook.Deploy(); TransportInfoHook.OnPreInitialization += OnPreInitializationTI; TransportInfoHook.Deploy(); Redirector<BulldozeToolDetour>.Deploy(); Redirector<PublicTransportPanelDetour>.Deploy(); break; case AppMode.MapEditor: case AppMode.AssetEditor: if (loading.currentMode == AppMode.AssetEditor) { NetInfoHook.OnPreInitialization += OnPreInitializationAssetEditor; NetInfoHook.Deploy(); } Redirector<GeneratedGroupPanelDetour>.Deploy(); Redirector<PublicTransportPanelDetour>.Deploy(); Redirector<RoadsGroupPanelDetour>.Deploy(); Redirector<RoadsPanelDetour>.Deploy(); break; case AppMode.ThemeEditor: break; case AppMode.ScenarioEditor: break; default: throw new ArgumentOutOfRangeException(); } }
/// <summary> /// Optional /// This function gets called by the game during the loading process when the loading thread gets created. /// This happens BEFORE deserialization of the file begins. So while we're not doing anything interesting /// here this would be the place to Detour functions that need to be replaced\Detoured before deserialization /// begin. Look at Unlimited Trees project for just one example. For basic mods you can wait and do that /// during OnLevelLoaded but for those that need to screw with stuff before a map gets loaded just keep /// OnCreated in mind. /// </summary> /// <param name="loading">the games 'loading' object which doesn't have much use this early</param> public override void OnCreated(ILoading loading) { base.OnCreated(loading); //Since we're overriding base object here go run the base objects version first. // Try\Catch error handling - I'm assume the reader here knows the basics of this and why it's used in C# // However I want to note ALWAYS wrap code that the game is going to call back into in Try\Catches // ESPECIALLY above all else in OnCreated OnLevelLoaded OnLevelUnloaded and OnReleased. // Colosal order does not have a try\catch around each master call to these of it's own // so if your mod shits the bed in one of these call everyone else's mod after you will NOT // have these calls invoked. Unless they're running the Isolated Failures mod of course. try { if (SomeModName.DEBUG_LOG_ON) { Logger.dbgLog("Reloading config before mapload."); } // *reload config values again after map load. This should not be problem atm. // *So long as we do this before OnLevelLoaded we should be ok; // *In theory this allows someone to go make some manual adjustments in your // config file that don't have options screen settings and still let them be used // without the user having to exit the game and come back just to have them get used. Helper.ReloadConfigValues(false, false); } catch (Exception ex) { Logger.dbgLog("Error:", ex, true); } }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); AssemblyRedirector.Deploy(); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); if (!IsHooked()) { return; } PropInfoHook.OnPreInitialization += OnPrePropInit; PropInfoHook.Deploy(); }
public override void OnCreated(ILoading loading) { base.OnCreated(loading); ensureComponents(); }
public override void OnCreated(ILoading loading) { ModLogger.Debug("NoQuestionsAskedLoader created"); }
public static void AppMain() { FrmSplash frmSplash = new FrmSplash(AppGlobal_Init); AppGlobal.winfromMain = frmSplash as ILoading; Application.Run(frmSplash); }
public void OnCreated(ILoading loading) { }