/// <summary>
 ///   A simple constructor that initializes the object.
 /// </summary>
 /// <param name="p_fomodMod">The <see cref="fomod" /> against which to run the script.</param>
 public Fallout3ModInstallScript(fomod p_fomodMod, ModInstallerBase p_mibInstaller)
   : base(p_fomodMod, p_mibInstaller)
 {
   //m_misScript = new ModInstallScript(p_fomodMod);
   BsaManager = new BsaManager();
   TextureManager = new TextureManager();
 }
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        /// <summary>
        /// A simple constructor that initializes the object.
        /// </summary>
        /// <param name="p_fomodMod">The <see cref="fomod"/> to be installed or uninstalled.</param>
        public ModInstallScript(fomod p_fomodMod, ModInstallerBase p_mibInstaller)
        {
            m_fomodMod = p_fomodMod;

            //make sure the permissions manager is initialized.
            // static members are (usually) only loaded upon first access.
            // this can cause a problem for our permissions manager as if
            // the first time it is called is in a domain with limited access
            // to the machine then the initialization will fail.
            // to prevent this, we call it now to make sure it is ready when we need it.
            object objIgnore = PermissionsManager.CurrentPermissions;

            m_mibInstaller = p_mibInstaller;
            //m_tfmFileManager = new TxFileManager();
        }
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        /// <summary>
        ///   A simple constructor that initializes the object.
        /// </summary>
        /// <param name="p_fomodMod">The <see cref="fomod" /> to be installed or uninstalled.</param>
        public ModInstallScript(fomod p_fomodMod, ModInstallerBase p_mibInstaller)
        {
            Fomod = p_fomodMod;

            //make sure the permissions manager is initialized.
            // static members are (usually) only loaded upon first access.
            // this can cause a problem for our permissions manager as if
            // the first time it is called is in a domain with limited access
            // to the machine then the initialization will fail.
            // to prevent this, we call it now to make sure it is ready when we need it.

            // ReSharper disable once UnusedVariable
            object objIgnore = PermissionsManager.CurrentPermissions;

            // ReSharper restore UnusedVariable

            Installer = p_mibInstaller;
            //m_tfmFileManager = new TxFileManager();
        }
 /// <summary>
 ///   Creates a mod upgrade script for the given <see cref="fomod" />.
 /// </summary>
 /// <param name="p_fomodMod">The mod for which to create an installer script.</param>
 /// <param name="p_mibInstaller">The installer for which the script is being created.</param>
 /// <returns>A mod upgrade script for the given <see cref="fomod" />.</returns>
 public override ModInstallScript CreateUpgradeScript(fomod p_fomodMod, ModInstallerBase p_mibInstaller)
 {
     return new FalloutNewVegasModUpgradeScript(p_fomodMod, p_mibInstaller);
 }
 /// <summary>
 ///   A simple constructor that initializes the object.
 /// </summary>
 /// <param name="p_fomodMod">The <see cref="fomod" /> against which to run the script.</param>
 public FalloutNewVegasModUpgradeScript(fomod p_fomodMod, ModInstallerBase p_mibInstaller)
   : base(p_fomodMod, p_mibInstaller) {}
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 /// <summary>
 /// Creates a mod upgrade script for the given <see cref="fomod"/>.
 /// </summary>
 /// <param name="p_fomodMod">The mod for which to create an installer script.</param>
 /// <param name="p_mibInstaller">The installer for which the script is being created.</param>
 /// <returns>A mod upgrade script for the given <see cref="fomod"/>.</returns>
 public abstract ModInstallScript CreateUpgradeScript(fomod p_fomodMod, ModInstallerBase p_mibInstaller);