Added new patches
Adds a Quick Restart and Quick exit to Select Song patch as well as a patch to load saves offline. and of course, credit to Lukino for that offline saving patch.
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17
OfflineSaveLoad.cs
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17
OfflineSaveLoad.cs
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@ -0,0 +1,17 @@
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using HarmonyLib;
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namespace TaikoModStuff
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{
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[HarmonyPatch]
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public class OfflineSaveLoad
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{
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[HarmonyPatch(typeof(GameTitleManager), "Start")]
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[HarmonyPostfix]
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private static void BootManager_Postfix(GameTitleManager __instance)
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{
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TaikoSingletonMonoBehaviour<CommonObjects>.Instance.MyDataManager.PlayData.LoadData("x_game_save_default_container", "save_data_blob");
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TaikoSingletonMonoBehaviour<CommonObjects>.Instance.MyDataManager.PlayData.LoadData("x_game_save_default_container", "system_data_blob");
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TaikoSingletonMonoBehaviour<CommonObjects>.Instance.MySceneManager.ChangeScene("SongSelect", false);
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}
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}
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}
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34
Plugin.cs
34
Plugin.cs
@ -16,7 +16,11 @@ namespace TaikoModStuff
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public static ConfigEntry<int> configCustomFramerate;
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public static ConfigEntry<int> configCustomFramerate;
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public static ConfigEntry<bool> configToggleVSync;
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public static ConfigEntry<bool> configToggleVSync;
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public static ConfigEntry<bool> configEnableRecording;
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public static ConfigEntry<bool> configEnableRecording;
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public static ConfigEntry<bool> configOfflineSaveLoad;
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public static ConfigEntry<bool> configQuickRestart;
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public static ConfigEntry<bool> configQuickQuitSong;
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public override void Load()
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public override void Load()
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{
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{
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@ -51,12 +55,36 @@ namespace TaikoModStuff
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true,
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true,
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"Enables Game Recording from the Xbox Game Bar where it was previously disabled.");
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"Enables Game Recording from the Xbox Game Bar where it was previously disabled.");
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configOfflineSaveLoad = Config.Bind("General.Toggles",
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"OfflineSaveLoad",
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false,
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"Loads local save files even when offline. Bypasses the log-in checks. Requires the FreeLocalSaves Plugin.\nEnabling this without FreeLocalSaves can and will wipe your save file.");
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configQuickRestart = Config.Bind("General.Toggles",
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"QuickRestart",
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false,
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"Hit \"Backspace\" on your keyboard to quickly restart a song.");
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configQuickQuitSong = Config.Bind("General.Toggles",
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"QuickQuitSong",
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false,
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"Hit \"Escape\" on your keyboard to quickly quit a song and return to Song Select.");
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var instance = new Harmony(PluginInfo.PLUGIN_NAME);
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var instance = new Harmony(PluginInfo.PLUGIN_NAME);
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instance.PatchAll(typeof(FontChanger));
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instance.PatchAll(typeof(FontChanger));
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instance.PatchAll(typeof(CustomResolution));
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instance.PatchAll(typeof(CustomResolution));
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instance.PatchAll(typeof(ForceFramerate));
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instance.PatchAll(typeof(ForceFramerate));
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instance.PatchAll(typeof(RecordingEnable));
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instance.PatchAll(typeof(RecordingEnable));
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if (Plugin.configOfflineSaveLoad.Value)
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instance.PatchAll(typeof(OfflineSaveLoad));
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if (Plugin.configQuickRestart.Value)
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instance.PatchAll(typeof(QuickRestart));
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if (Plugin.configQuickQuitSong.Value)
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instance.PatchAll(typeof(QuickQuitSong));
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// Plugin startup logic
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// Plugin startup logic
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Log.LogInfo($"Plugin {PluginInfo.PLUGIN_GUID} is loaded!");
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Log.LogInfo($"Plugin {PluginInfo.PLUGIN_GUID} is loaded!");
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22
QuickQuitSong.cs
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22
QuickQuitSong.cs
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@ -0,0 +1,22 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using BepInEx;
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using HarmonyLib;
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namespace TaikoModStuff
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{
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[HarmonyPatch]
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public class QuickQuitSong
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{
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[HarmonyPatch(typeof(EnsoGameManager), "ProcExecPause")]
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[HarmonyPrefix]
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static void customProcExecPause()
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{
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bool keyDown = Input.GetKeyDown(KeyCode.Escape);
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if (keyDown)
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{
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TaikoSingletonMonoBehaviour<CommonObjects>.Instance.MySceneManager.ChangeRelayScene("SongSelect", true);
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}
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}
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}
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}
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23
QuickRestart.cs
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23
QuickRestart.cs
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@ -0,0 +1,23 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using BepInEx;
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using HarmonyLib;
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namespace TaikoModStuff
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{
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[HarmonyPatch]
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public class QuickRestart
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{
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[HarmonyPatch(typeof(EnsoGameManager), "ProcExecPause")]
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[HarmonyPrefix]
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static void customProcExecPause()
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{
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bool keyDown = Input.GetKeyDown(KeyCode.Backspace);
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if (keyDown)
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{
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//TaikoSingletonMonoBehaviour<EnsoGameManager>.Instance.Invoke("RestartPlay", 1);
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TaikoSingletonMonoBehaviour<CommonObjects>.Instance.MySceneManager.ChangeRelayScene("Enso", true);
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}
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}
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}
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}
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