Rename cthangover_story to cthangover_game
The mod holding the main game's own scenes and story follows the <game>_game naming rule; further parts stay <game>_<part>, reusable content is <theme>_pack.
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@@ -11,7 +11,7 @@
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"test_sources": [
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"test_sources": [
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"tests/*.cs"
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"tests/*.cs"
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],
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],
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"depends": [ "cthangover_story>=1", "ui_base>=1", "items_base>=1", "time_base>=1" ],
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"depends": [ "cthangover_game>=1", "ui_base>=1", "items_base>=1", "time_base>=1" ],
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"ui": [
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"ui": [
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{
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{
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"id": "cooking_workbench",
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"id": "cooking_workbench",
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@@ -5,7 +5,7 @@
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"src/*.cs"
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"src/*.cs"
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],
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],
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"depends": [
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"depends": [
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"cthangover_story>=1",
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"cthangover_game>=1",
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"items_base>=1",
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"items_base>=1",
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"ui_base>=1",
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"ui_base>=1",
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"dialog_base>=1"
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"dialog_base>=1"
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@@ -89,7 +89,7 @@ namespace Cthangover.Cooking.Tests
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ModAssert.NotNull(raw, "manifest.json exists");
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ModAssert.NotNull(raw, "manifest.json exists");
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using var doc = JsonDocument.Parse(raw);
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using var doc = JsonDocument.Parse(raw);
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var depends = doc.RootElement.GetProperty("depends");
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var depends = doc.RootElement.GetProperty("depends");
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var found = new[] { "cthangover_story", "ui_base", "items_base", "time_base" };
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var found = new[] { "cthangover_game", "ui_base", "items_base", "time_base" };
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foreach (var dep in found)
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foreach (var dep in found)
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{
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{
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var ok = false;
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var ok = false;
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