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ohno
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parent
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14 changed files with 261 additions and 8 deletions
55
Content.Client/EntryPoint.cs
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55
Content.Client/EntryPoint.cs
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using Robust.Shared.ContentPack;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client
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{
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public class EntryPoint: GameClient
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{
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public override void Init()
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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var prototypes = IoCManager.Resolve<IPrototypeManager>();
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factory.DoAutoRegistrations();
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foreach (var ignoreName in IgnoredComponents.List)
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{
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factory.RegisterIgnore(ignoreName);
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}
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foreach (var ignoreName in IgnoredPrototypes.List)
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{
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prototypes.RegisterIgnore(ignoreName);
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}
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ClientContentIoC.Register();
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IoCManager.BuildGraph();
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// DEVNOTE: This is generally where you'll be setting up the IoCManager further.
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IoCManager.InjectDependencies(this);
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}
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public override void PostInit()
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{
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base.PostInit();
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// DEVNOTE: Further setup, this is the spot you should start trying to connect to the server from.
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}
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public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
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{
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base.Update(level, frameEventArgs);
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// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
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}
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}
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}
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