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initial 2: the return of the initial
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################################################################################ | ||
# This .gitignore file was automatically created by Microsoft(R) Visual Studio. | ||
################################################################################ | ||
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/.vs | ||
/.vs | ||
/BUILD | ||
/obj |
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/******************************************************************************* | ||
* Copyright (c) 2017, George Sedov | ||
* All rights reserved. | ||
* | ||
* Redistribution and use in source and binary forms, with or without | ||
* modification, are permitted provided that the following conditions are met: | ||
* | ||
* 1. Redistributions of source code must retain the above copyright notice, | ||
* this list of conditions and the following disclaimer. | ||
* | ||
* 2. Redistributions in binary form must reproduce the above copyright notice, | ||
* this list of conditions and the following disclaimer in the documentation | ||
* and/or other materials provided with the distribution. | ||
* | ||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | ||
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE | ||
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | ||
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | ||
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | ||
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | ||
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
* POSSIBILITY OF SUCH DAMAGE. | ||
******************************************************************************/ | ||
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using UnityEngine; | ||
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namespace PhysicsCalmer | ||
{ | ||
[KSPAddon (KSPAddon.Startup.Flight, false)] | ||
public class PhysicsCalmer : MonoBehaviour | ||
{ | ||
private bool crash; | ||
private bool joints; | ||
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public void Awake () { | ||
crash = CheatOptions.NoCrashDamage; | ||
joints = CheatOptions.UnbreakableJoints; | ||
CheatOptions.NoCrashDamage = true; | ||
CheatOptions.UnbreakableJoints = true; | ||
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Debug.Log ("[Physics Calmer] Enabled cheat options"); | ||
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StartCoroutine (ResetPhysics ()); | ||
} | ||
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private System.Collections.IEnumerator ResetPhysics () { | ||
yield return new WaitForSeconds (5f); | ||
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CheatOptions.NoCrashDamage = crash; | ||
CheatOptions.UnbreakableJoints = joints; | ||
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Debug.Log ("[Physics Calmer] Returned cheat options to the original state: NoCrashDamage=" + crash.ToString () + " UnbreakableJoints=" + joints.ToString ()); | ||
} | ||
} | ||
} |
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProjectGuid>{96BA7914-A66E-4C19-98ED-4C88F4AB3221}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<AppDesignerFolder>Properties</AppDesignerFolder> | ||
<RootNamespace>PhysicsCalmer</RootNamespace> | ||
<AssemblyName>PhysicsCalmer</AssemblyName> | ||
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion> | ||
<FileAlignment>512</FileAlignment> | ||
<TargetFrameworkProfile /> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug\</OutputPath> | ||
<DefineConstants>DEBUG;TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<DebugType>none</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>BUILD\</OutputPath> | ||
<DefineConstants> | ||
</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="Assembly-CSharp"> | ||
<HintPath>..\Libs\Assembly-CSharp.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Assembly-CSharp-firstpass"> | ||
<HintPath>..\Libs\Assembly-CSharp-firstpass.dll</HintPath> | ||
</Reference> | ||
<Reference Include="System" /> | ||
<Reference Include="System.Core" /> | ||
<Reference Include="UnityEngine"> | ||
<HintPath>..\Libs\UnityEngine.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="PhysicsCalmer.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
</ItemGroup> | ||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> | ||
</Project> |
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio 15 | ||
VisualStudioVersion = 15.0.26430.13 | ||
MinimumVisualStudioVersion = 10.0.40219.1 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PhysicsCalmer", "PhysicsCalmer.csproj", "{96BA7914-A66E-4C19-98ED-4C88F4AB3221}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|Any CPU = Debug|Any CPU | ||
Release|Any CPU = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{96BA7914-A66E-4C19-98ED-4C88F4AB3221}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||
{96BA7914-A66E-4C19-98ED-4C88F4AB3221}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||
{96BA7914-A66E-4C19-98ED-4C88F4AB3221}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
{96BA7914-A66E-4C19-98ED-4C88F4AB3221}.Release|Any CPU.Build.0 = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(SolutionProperties) = preSolution | ||
HideSolutionNode = FALSE | ||
EndGlobalSection | ||
EndGlobal |
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using System.Reflection; | ||
using System.Runtime.CompilerServices; | ||
using System.Runtime.InteropServices; | ||
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// General Information about an assembly is controlled through the following | ||
// set of attributes. Change these attribute values to modify the information | ||
// associated with an assembly. | ||
[assembly: AssemblyTitle("PhysicsCalmer")] | ||
[assembly: AssemblyDescription("")] | ||
[assembly: AssemblyConfiguration("")] | ||
[assembly: AssemblyCompany("")] | ||
[assembly: AssemblyProduct("PhysicsCalmer")] | ||
[assembly: AssemblyCopyright("Copyright © 2017")] | ||
[assembly: AssemblyTrademark("")] | ||
[assembly: AssemblyCulture("")] | ||
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// Setting ComVisible to false makes the types in this assembly not visible | ||
// to COM components. If you need to access a type in this assembly from | ||
// COM, set the ComVisible attribute to true on that type. | ||
[assembly: ComVisible(false)] | ||
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// The following GUID is for the ID of the typelib if this project is exposed to COM | ||
[assembly: Guid("96ba7914-a66e-4c19-98ed-4c88f4ab3221")] | ||
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// Version information for an assembly consists of the following four values: | ||
// | ||
// Major Version | ||
// Minor Version | ||
// Build Number | ||
// Revision | ||
// | ||
// You can specify all the values or you can default the Build and Revision Numbers | ||
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion("1.0.0.0")] | ||
[assembly: AssemblyFileVersion("1.0.0.0")] | ||
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[assembly: KSPAssembly("PhysicsCalmer", 1, 0)] |
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# KSPPhysicsCalmer | ||
Physics Calmer mod for KSP | ||
Physics Calmer mod for KSP. This mod disables the crash damage and joints breaking for 5 seconds after the flight scene load. This should be enough for all the wobbling, caused by the drop of your craft, to calm. | ||
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## Install | ||
Just copy the dll file into your GameData folder. | ||
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## Usage | ||
Nothing is needed from you. You won't even notice it's there. |