MSCO 2.9.0: standalone without MSCLoader (Unity Doorstop)
- Bootstrap: Doorstop entry point, loads Harmony/Newtonsoft from the MSCO folder, hooks PlayMakerArrayListProxy.Awake and starts MSCO in the main menu; skips the news screen - No MSCLoader reference anymore; key bindings in PlayerPrefs, bind console command - Harmony 1.2 and Newtonsoft.Json in lib/ (MIT notices); build copies to <game>\MSCO - README/CHANGELOG updated Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -42,12 +42,8 @@
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\UnityEngine.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="MSCLoader">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\MSCLoader.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Newtonsoft.Json">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\Newtonsoft.Json.dll</HintPath>
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<HintPath>lib\Newtonsoft.Json.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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@@ -67,7 +63,7 @@
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<Private>False</Private>
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</Reference>
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<Reference Include="0Harmony">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\0Harmony.dll</HintPath>
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<HintPath>lib\0Harmony.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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@@ -82,7 +78,7 @@
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<Compile Include="Toasts.cs" />
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<Compile Include="PlayerNeeds.cs" />
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<Compile Include="Favorites.cs" />
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<Compile Include="MpCommand.cs" />
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<Compile Include="Bootstrap.cs" />
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<Compile Include="Commands.cs" />
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<Compile Include="MscoLog.cs" />
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<Compile Include="ItemSpawner.cs" />
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@@ -120,35 +116,11 @@
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<Compile Include="RemotePlayer.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<MSCMODSFOLDER>C:\Users\nico\Documents\MySummerCar\Mods</MSCMODSFOLDER>
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<MWCMODSFOLDER>NONE</MWCMODSFOLDER>
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<ABFOLDER>NONE</ABFOLDER>
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<PostBuildEvent>
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echo .
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echo "== Running post build actions for configuration $(ConfigurationName)! ==="
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IF "$(ConfigurationName)" == "Release" (
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IF NOT "$(MSCMODSFOLDER)" == "NONE" (
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copy "$(TargetPath)" "$(MSCMODSFOLDER)" /y
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echo "Copied dll into MSC mods folder!"
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)
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IF NOT "$(MWCMODSFOLDER)" == "NONE" (
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copy "$(TargetPath)" "$(MWCMODSFOLDER)" /y
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echo "Copied dll into MWC mods folder!"
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)
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)
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if "$(ConfigurationName)" == "Debug" (
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copy "$(TargetPath)" "C:\Users\nico\Documents\MySummerCar\Mods" /y
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copy "$(TargetDir)$(TargetName).pdb" "C:\Users\nico\Documents\MySummerCar\Mods" /y
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cd "C:\Users\nico\Documents\MySummerCar\Mods"
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call "C:\Users\nico\Documents\MySummerCar\Mods\debug.bat"
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) ELSE (
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copy "$(TargetPath)" "C:\Users\nico\Documents\MySummerCar\Mods\Mods" /y
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)
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</PostBuildEvent>
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</PropertyGroup>
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<!-- Zum Testen: MSCO.dll direkt in den Spielordner (My Summer Car\MSCO) - läuft das Spiel, ist sie gesperrt -->
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<Target Name="CopyToGame" AfterTargets="Build">
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<Copy SourceFiles="$(TargetPath)" DestinationFolder="F:\SteamLibrary\steamapps\common\My Summer Car\MSCO" ContinueOnError="true" Condition="Exists('F:\SteamLibrary\steamapps\common\My Summer Car')" />
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</Target>
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<!-- Release-Build: neue Version automatisch auf den Keymaster laden (nur mit Release-Token, siehe release.ps1) -->
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<Target Name="MscoRelease" AfterTargets="Build" Condition="'$(Configuration)' == 'Release'">
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<Exec Command="powershell -NoProfile -ExecutionPolicy Bypass -File "$(MSBuildProjectDirectory)\release.ps1" -Product mod -File "$(TargetPath)"" ContinueOnError="true" />
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