Line endings: LF everywhere
.gitattributes forces LF (CRLF only for .bat/.cmd), core.autocrlf is off; files that differed only by CRLF are normalized.
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# Line endings: LF everywhere, on every OS, whatever core.autocrlf says.
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* text=auto eol=lf
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# cmd.exe misreads labels and goto in LF batch files, so they stay CRLF.
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*.bat text eol=crlf
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*.cmd text eol=crlf
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# Binaries: never converted, never diffed as text.
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*.png binary
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*.jpg binary
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*.jpeg binary
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*.webp binary
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*.svg text
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*.ogg binary
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*.wav binary
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*.mp3 binary
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*.ttf binary
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*.otf binary
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*.woff binary
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*.woff2 binary
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*.dll binary
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*.so binary
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*.dylib binary
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*.pdb binary
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*.exe binary
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*.zip binary
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*.pck binary
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*.moc3 binary
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*.res binary
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*.scn binary
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+37
-37
@@ -1,37 +1,37 @@
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# Godot 4.x
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# Godot 4.x
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.godot/
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.godot/
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.idea/
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.idea/
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sdk/
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sdk/
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bin/
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bin/
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obj/
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obj/
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#ai
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#ai
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.omo/
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.omo/
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.opencode/
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.opencode/
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gen/
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gen/
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obj/
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obj/
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bin/
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bin/
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*.tres~
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*.tres~
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*.tscn~
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*.tscn~
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# GDScript LSP
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# GDScript LSP
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.godot/
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.godot/
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# Export
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# Export
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*.exe
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*.exe
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*.dmg
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*.dmg
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*.apk
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*.apk
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*.aab
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*.aab
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*.pck
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*.pck
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*.zip
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*.zip
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*.log
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*.log
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# OS
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# OS
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.DS_Store
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.DS_Store
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Thumbs.db
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Thumbs.db
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# Editor
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# Editor
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*.import
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*.import
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*.godot.uid
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*.godot.uid
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+169
-169
@@ -1,169 +1,169 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Settings;
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using Cthangover.Core.Settings;
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using Cthangover.Core.UI.Menu;
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using Cthangover.Core.UI.Menu;
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using Cthangover.Core.UI.Theming;
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using Cthangover.Core.UI.Theming;
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using Cthangover.Core.UI.Tool;
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using Cthangover.Core.UI.Tool;
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using Cthangover.Core.Utils;
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using Cthangover.Core.Utils;
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using Godot;
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using Godot;
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using Cthangover.Mods.Interface.Menu;
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using Cthangover.Mods.Interface.Menu;
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namespace Cthangover.BaseMenu
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namespace Cthangover.BaseMenu
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{
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{
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/// <summary>
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/// <summary>
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/// Title screen main menu, fully driven by <see cref="MenuRegistry"/>. The scene
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/// Title screen main menu, fully driven by <see cref="MenuRegistry"/>. The scene
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/// only defines named section containers (game, mods, exit, tools); every button —
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/// only defines named section containers (game, mods, exit, tools); every button —
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/// built-in or mod-provided — is created from registry entries, so mods can add,
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/// built-in or mod-provided — is created from registry entries, so mods can add,
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/// replace or re-order entries without touching this scene. Below the sections,
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/// replace or re-order entries without touching this scene. Below the sections,
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/// every registered tool appends its own launcher button via
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/// every registered tool appends its own launcher button via
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/// <see cref="IToolProvider.AddMenuButton"/>, so no tool list is hardcoded here.
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/// <see cref="IToolProvider.AddMenuButton"/>, so no tool list is hardcoded here.
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/// If GameLogger reports mod compilation errors, a popup lists them. The
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/// If GameLogger reports mod compilation errors, a popup lists them. The
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/// SettingsMenu and SaveLoadMenu panels are instantiated at ready time but stay
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/// SettingsMenu and SaveLoadMenu panels are instantiated at ready time but stay
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/// hidden; they are registered in <see cref="MenuRegistry"/> as panels "settings"
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/// hidden; they are registered in <see cref="MenuRegistry"/> as panels "settings"
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/// and "save_load", so other mods can open them by id.
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/// and "save_load", so other mods can open them by id.
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/// </summary>
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/// </summary>
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public partial class MainMenu : Control
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public partial class MainMenu : Control
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{
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{
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private SettingsMenu _settingsMenu;
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private SettingsMenu _settingsMenu;
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private SaveLoadMenu _saveLoadMenu;
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private SaveLoadMenu _saveLoadMenu;
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private GamePickerPanel _gamePicker;
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private GamePickerPanel _gamePicker;
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private readonly Dictionary<Button, string> _btnKeys = new();
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private readonly Dictionary<Button, string> _btnKeys = new();
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public override void _Ready()
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public override void _Ready()
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{
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{
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try
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try
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{
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{
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BuildUi();
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BuildUi();
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}
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}
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catch (System.Exception ex)
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catch (System.Exception ex)
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{
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{
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GameLogger.Log("MAIN_MENU",
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GameLogger.Log("MAIN_MENU",
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$"_Ready failed: {ex.GetType().Name}: {ex.Message}{System.Environment.NewLine}{ex.StackTrace}",
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$"_Ready failed: {ex.GetType().Name}: {ex.Message}{System.Environment.NewLine}{ex.StackTrace}",
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LogLevel.Error);
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LogLevel.Error);
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throw;
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throw;
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Assembles the runtime UI: theme, hidden settings and save/load panels,
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/// Assembles the runtime UI: theme, hidden settings and save/load panels,
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/// telegram link wiring, scene manager initialization and registry/tool
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/// telegram link wiring, scene manager initialization and registry/tool
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/// driven buttons.
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/// driven buttons.
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/// </summary>
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/// </summary>
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private void BuildUi()
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private void BuildUi()
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{
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{
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CthangoverTheme.Apply(this);
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CthangoverTheme.Apply(this);
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_settingsMenu = new ModScenePrefab("scenes/menu/settings_menu.tscn").Instantiate<SettingsMenu>();
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_settingsMenu = new ModScenePrefab("scenes/menu/settings_menu.tscn").Instantiate<SettingsMenu>();
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_settingsMenu.Name = "SettingsPanel";
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_settingsMenu.Name = "SettingsPanel";
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_settingsMenu.Visible = false;
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_settingsMenu.Visible = false;
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_settingsMenu.LanguageChanged += RefreshButtons;
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_settingsMenu.LanguageChanged += RefreshButtons;
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AddChild(_settingsMenu);
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AddChild(_settingsMenu);
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_saveLoadMenu = new ModScenePrefab("scenes/menu/save_load_menu.tscn").Instantiate<SaveLoadMenu>();
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_saveLoadMenu = new ModScenePrefab("scenes/menu/save_load_menu.tscn").Instantiate<SaveLoadMenu>();
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_saveLoadMenu.Name = "SaveLoadPanel";
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_saveLoadMenu.Name = "SaveLoadPanel";
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_saveLoadMenu.Visible = false;
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_saveLoadMenu.Visible = false;
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AddChild(_saveLoadMenu);
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AddChild(_saveLoadMenu);
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_gamePicker = new GamePickerPanel { Name = "GamePickerPanel" };
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_gamePicker = new GamePickerPanel { Name = "GamePickerPanel" };
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AddChild(_gamePicker);
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AddChild(_gamePicker);
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_gamePicker.SavesRequested += gameId =>
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_gamePicker.SavesRequested += gameId =>
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{
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{
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_gamePicker.Visible = false;
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_gamePicker.Visible = false;
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_saveLoadMenu.OpenForGame(gameId);
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_saveLoadMenu.OpenForGame(gameId);
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};
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};
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var telegramLink = GetNode<RichTextLabel>("TelegramLink");
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var telegramLink = GetNode<RichTextLabel>("TelegramLink");
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telegramLink.MetaClicked += OnTelegramLinkClicked;
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telegramLink.MetaClicked += OnTelegramLinkClicked;
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var sceneManager = GetNode<SceneManager>("/root/SceneManager");
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var sceneManager = GetNode<SceneManager>("/root/SceneManager");
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sceneManager.Initialize();
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sceneManager.Initialize();
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BuildRegistryButtons();
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BuildRegistryButtons();
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BuildToolButtons();
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BuildToolButtons();
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CheckModCompilationErrors();
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CheckModCompilationErrors();
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RefreshButtons();
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RefreshButtons();
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}
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}
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/// <summary>
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/// <summary>
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/// Creates one button per <see cref="MenuRegistry"/> entry, routed to the
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/// Creates one button per <see cref="MenuRegistry"/> entry, routed to the
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/// section container matching its <c>Section</c> ("game", "mods", "exit",
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/// section container matching its <c>Section</c> ("game", "mods", "exit",
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/// "tools"). Runs after <see cref="SceneManager.Initialize"/> because the
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/// "tools"). Runs after <see cref="SceneManager.Initialize"/> because the
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/// registry is built during boot and filled by mod initializers; the
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/// registry is built during boot and filled by mod initializers; the
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/// defensive Initialize call keeps direct scene launches working. Each
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/// defensive Initialize call keeps direct scene launches working. Each
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/// button's translation key is registered so <see cref="RefreshButtons"/>
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/// button's translation key is registered so <see cref="RefreshButtons"/>
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/// keeps it localized.
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/// keeps it localized.
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/// </summary>
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/// </summary>
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private void BuildRegistryButtons()
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private void BuildRegistryButtons()
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{
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{
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var sections = new Dictionary<string, Container>
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var sections = new Dictionary<string, Container>
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{
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{
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{ "game", GetNode<Container>("MenuContainer/GameButtons") },
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{ "game", GetNode<Container>("MenuContainer/GameButtons") },
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{ MenuButtonEntry.SectionMods, GetNode<Container>("MenuContainer/ModMenuButtons") },
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{ MenuButtonEntry.SectionMods, GetNode<Container>("MenuContainer/ModMenuButtons") },
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{ "exit", GetNode<Container>("MenuContainer/ExitButtons") },
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{ "exit", GetNode<Container>("MenuContainer/ExitButtons") },
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{ "tools", GetNode<Container>("MenuContainer/ToolMenuButtons") },
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{ "tools", GetNode<Container>("MenuContainer/ToolMenuButtons") },
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};
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};
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MenuBuilder.Build(this, sections);
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MenuBuilder.Build(this, sections);
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foreach (var container in sections.Values)
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foreach (var container in sections.Values)
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MenuBuilder.CollectLocaleKeys(container, _btnKeys);
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MenuBuilder.CollectLocaleKeys(container, _btnKeys);
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}
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}
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/// <summary>
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/// <summary>
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/// Lets every registered tool append its launcher button to the tool block
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/// Lets every registered tool append its launcher button to the tool block
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/// below Exit (<c>MenuContainer/ToolMenuButtons</c>). Tools register
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/// below Exit (<c>MenuContainer/ToolMenuButtons</c>). Tools register
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/// themselves in <see cref="ToolFactory"/>, so the block stays empty when no
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/// themselves in <see cref="ToolFactory"/>, so the block stays empty when no
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/// tools are installed and needs no changes when a mod introduces a new tool.
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/// tools are installed and needs no changes when a mod introduces a new tool.
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/// Each button carries its translation key in metadata, keeping
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/// Each button carries its translation key in metadata, keeping
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/// <see cref="RefreshButtons"/> aware of it.
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/// <see cref="RefreshButtons"/> aware of it.
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/// </summary>
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/// </summary>
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private void BuildToolButtons()
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private void BuildToolButtons()
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{
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{
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var container = GetNodeOrNull<VBoxContainer>("MenuContainer/ToolMenuButtons");
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var container = GetNodeOrNull<VBoxContainer>("MenuContainer/ToolMenuButtons");
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if (container == null)
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if (container == null)
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return;
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return;
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foreach (var tool in ToolFactory.Instance.GetAll())
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foreach (var tool in ToolFactory.Instance.GetAll())
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tool.AddMenuButton(container);
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tool.AddMenuButton(container);
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MenuBuilder.CollectLocaleKeys(container, _btnKeys);
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MenuBuilder.CollectLocaleKeys(container, _btnKeys);
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GameLogger.Log("MAIN_MENU", $"Built {container.GetChildCount()} tool button(s)");
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GameLogger.Log("MAIN_MENU", $"Built {container.GetChildCount()} tool button(s)");
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}
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}
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private void CheckModCompilationErrors()
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private void CheckModCompilationErrors()
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{
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{
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if (GameLogger.CompilationErrors.Count == 0)
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if (GameLogger.CompilationErrors.Count == 0)
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return;
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return;
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var errorText = string.Join("\r\n", GameLogger.CompilationErrors);
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var errorText = string.Join("\r\n", GameLogger.CompilationErrors);
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ShowModErrorPopup(errorText);
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ShowModErrorPopup(errorText);
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}
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}
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private void RefreshButtons()
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private void RefreshButtons()
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{
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{
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foreach (var kv in _btnKeys)
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foreach (var kv in _btnKeys)
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kv.Key.Text = TranslationServer.Translate(kv.Value);
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kv.Key.Text = TranslationServer.Translate(kv.Value);
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}
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}
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private void ShowModErrorPopup(string errorText)
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private void ShowModErrorPopup(string errorText)
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{
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{
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var dialog = new AcceptDialog();
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var dialog = new AcceptDialog();
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dialog.Title = "Mod Compilation Error";
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dialog.Title = "Mod Compilation Error";
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dialog.DialogText = errorText;
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dialog.DialogText = errorText;
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dialog.OkButtonText = "OK";
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dialog.OkButtonText = "OK";
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dialog.Exclusive = true;
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dialog.Exclusive = true;
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AddChild(dialog);
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AddChild(dialog);
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dialog.PopupCentered();
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dialog.PopupCentered();
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}
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}
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private void OnTelegramLinkClicked(Variant meta)
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private void OnTelegramLinkClicked(Variant meta)
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{
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{
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OS.ShellOpen($"https://{meta.AsString()}");
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OS.ShellOpen($"https://{meta.AsString()}");
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}
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}
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}
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}
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}
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}
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Reference in new issue
Block a user