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update, moving from project to one big one
1 parent edf76ec commit 9465521

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+76
-59
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EIV_Modules/Example/ExampleGameObject.cs renamed to EIV_Core.Test/ExampleGameObject.cs

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@@ -1,7 +1,7 @@
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#if false
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using System.Collections.Generic;
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using System.Linq;
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using EIV_Modules;
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using EIV_Core.Modules;
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public class ExampleGameObject
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{

EIV_Modules/Example/ExampleSub.cs renamed to EIV_Core.Test/ExampleSub.cs

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@@ -1,8 +1,8 @@
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#if false
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using System.Collections.Generic;
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using System.Linq;
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using EIV_Modules;
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using EIV_Modules.Extensions;
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using EIV_Core.Modules;
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using EIV_Core.Extensions;
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public class ExampleSub
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{

EIV_Core/Api/Events/EffectEvents.cs

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using EIV_Core.Effects;
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using EIV_JsonLib;
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namespace EIV_Core.Api.Events;
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public static class EffectEvents
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{
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public static event Func<Effect, object, CoreEffect> OnMakeEffect;
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public static CoreEffect MakeEffect(Effect effect, object obj)
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{
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return OnMakeEffect?.Invoke(effect, obj);
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}
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}

EIV_Core/Api/Interfaces/IDeniable.cs

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namespace EIV_Core.Api.Interfaces;
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public interface IDeniable
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{
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public bool IsAllowed { get; set; }
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}

EIV_Core/CorePlayer.cs

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@@ -1,5 +1,6 @@
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using EIV_Modules.Extensions;
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using EIV_Modules.Modules;
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using EIV_Core.Modules;
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namespace EIV_Core;
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@@ -12,13 +13,14 @@ public abstract class CorePlayer
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public HealthModule Health { get; private set; }
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public EnergyModule Energy { get; private set; }
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public HydrationModule Hydration { get; private set; }
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public EffectModule Effect { get; private set; }
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public void InitModules()
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{
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Health = this.AddAndGetModuleNode<HealthModule>();
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Energy = this.AddAndGetModuleNode<EnergyModule>();
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Hydration = this.AddAndGetModuleNode<HydrationModule>();
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this.AddAndGetModuleNode<EffectModule>();
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Effect = this.AddAndGetModuleNode<EffectModule>();
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this.AddAndGetModuleNode<InventoryModule>();
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}
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}

EIV_Core/Enums/BuildType.cs

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namespace EIV_Core.Enums;
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public enum BuildType : byte
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{
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None,
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Game,
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Server,
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Client,
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}

EIV_Core/Enums/Permissions.cs

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namespace EIV_Core.Enums;
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[Flags]
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public enum Permissions : ulong
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{
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None = 0,
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Kick = 1,
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Ban = 2,
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InventoryManagement = 4,
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EffectManagament = 8,
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PlayerManagement = 16,
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ModManagement = 32,
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RoundManagement = 64,
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}

EIV_Core/Enums/ReleaseType.cs

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namespace EIV_Core.Enums;
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public enum ReleaseType : byte
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{
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Production,
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Testing,
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Development
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}

EIV_Modules/Extensions/ModuleExtensions.cs renamed to EIV_Core/Extensions/ModuleExtensions.cs

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using System.Linq;
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using EIV_Core.Modules;
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namespace EIV_Modules.Extensions;
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namespace EIV_Core.Extensions;
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public static class ModuleExtensions
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{

EIV_Modules/Extensions/ModuleSub.cs renamed to EIV_Core/Extensions/ModuleSub.cs

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using System.Linq;
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using EIV_Core.Modules;
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namespace EIV_Modules.Extensions;
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namespace EIV_Core.Extensions;
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public static class ModuleSub
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{

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