/// <summary> /// Sets the Enabled status of the mod with the given index. /// </summary> public static void SetEnabled(int index, bool enabled) { GadgetModInfo modInfo = GetModInfo(index); modInfo.Mod.Enabled = enabled; GadgetCoreConfig.enabledMods[modInfo.Attribute.Name] = enabled; GadgetCoreConfig.Update(); }
internal static void RegisterMod(GadgetModInfo mod) { mods.Add(mod.Attribute.Name, mod); foreach (string name in mod.Mod.GetPreviousModNames()) { previousNames[name] = mod; } if (sortedModList != null) { SortMods(); } }
/// <summary> /// Sets the Enabled status of the given mod. Note that this can be queried using GadgetMod.Enabled, although it will not apply until the game is restarted. /// </summary> public static void SetEnabled(GadgetModInfo mod, bool enabled) { mod.Mod.Enabled = enabled; GadgetCoreConfig.enabledMods[mod.Attribute.Name] = enabled; GadgetCoreConfig.Update(); }