Zariteis vor 4 Jahren
Commit
e46c1d1acf

+ 512 - 0
.gitignore

@@ -0,0 +1,512 @@
+### Csharp ###
+## Ignore Visual Studio temporary files, build results, and
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+# Including strong name files can present a security risk
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+
+### vs ###
+
+# User-specific files
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+
+# Mono auto generated files
+
+# Build results
+
+# Visual Studio 2015/2017 cache/options directory
+# Uncomment if you have tasks that create the project's static files in wwwroot
+
+# Visual Studio 2017 auto generated files
+
+# MSTest test Results
+
+# NUnit
+
+# Build Results of an ATL Project
+
+# Benchmark Results
+
+# .NET Core
+
+# StyleCop
+
+# Files built by Visual Studio
+
+# Chutzpah Test files
+
+# Visual C++ cache files
+
+# Visual Studio profiler
+
+# Visual Studio Trace Files
+
+# TFS 2012 Local Workspace
+
+# Guidance Automation Toolkit
+
+# ReSharper is a .NET coding add-in
+
+# TeamCity is a build add-in
+
+# DotCover is a Code Coverage Tool
+
+# AxoCover is a Code Coverage Tool
+
+# Coverlet is a free, cross platform Code Coverage Tool
+
+# Visual Studio code coverage results
+
+# NCrunch
+
+# MightyMoose
+
+# Web workbench (sass)
+
+# Installshield output folder
+
+# DocProject is a documentation generator add-in
+
+# Click-Once directory
+
+# Publish Web Output
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+
+# NuGet Packages
+# NuGet Symbol Packages
+# The packages folder can be ignored because of Package Restore
+# except build/, which is used as an MSBuild target.
+# Uncomment if necessary however generally it will be regenerated when needed
+# NuGet v3's project.json files produces more ignorable files
+
+# Microsoft Azure Build Output
+
+# Microsoft Azure Emulator
+
+# Windows Store app package directories and files
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+# but keep track of directories ending in .cache
+
+# Others
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+
+# RIA/Silverlight projects
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+
+# SQL Server files
+
+# Business Intelligence projects
+
+# Microsoft Fakes
+
+# GhostDoc plugin setting file
+
+# Node.js Tools for Visual Studio
+
+# Visual Studio 6 build log
+
+# Visual Studio 6 workspace options file
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+
+# Visual Studio LightSwitch build output
+
+# Paket dependency manager
+
+# FAKE - F# Make
+
+# CodeRush personal settings
+
+# Python Tools for Visual Studio (PTVS)
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+
+# Telerik's JustMock configuration file
+
+# BizTalk build output
+
+# OpenCover UI analysis results
+
+# Azure Stream Analytics local run output
+
+# MSBuild Binary and Structured Log
+
+# NVidia Nsight GPU debugger configuration file
+
+# MFractors (Xamarin productivity tool) working folder
+
+# Local History for Visual Studio
+
+# BeatPulse healthcheck temp database
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+
+# Ionide (cross platform F# VS Code tools) working folder

BIN
Assets/frame.png


BIN
Assets/frame_dead.png


BIN
Assets/frame_teleport.png


BIN
Assets/hp.png


+ 12 - 0
Core.cs

@@ -0,0 +1,12 @@
+using GadgetCore;
+
+namespace MultiplayerPlayerStatus
+{
+  internal static class Core
+  {
+    public static int itemSpawnId = -1;
+    public static int itemSpawn2Id = -1;
+
+    public static GadgetLogger logger;
+  }
+}

+ 9 - 0
MPPStatus.cs

@@ -0,0 +1,9 @@
+namespace MultiplayerPlayerStatus
+{
+  public class MPPStatus
+  {
+    public string Name;
+    public double MaxHP;
+    public double HP;
+  }
+}

+ 3 - 0
Manifest.ini

@@ -0,0 +1,3 @@
+[Metadata]
+Name=Multiplayer Player Status
+Assembly=MultiplayerPlayerStatus.dll

+ 1 - 0
ModInfo.txt

@@ -0,0 +1 @@
+A mod that displays the player status of other players in multiplayer.

+ 200 - 0
MultiplayerPlayerStatus.cs

@@ -0,0 +1,200 @@
+using GadgetCore.API;
+using GadgetCore.Util;
+using GadgetCore.API.ConfigMenu;
+using System.Collections;
+using System.Reflection;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using System.Collections.Generic;
+using System.Linq;
+using System;
+
+namespace MultiplayerPlayerStatus
+{
+  [Gadget("MultiplayerPlayerStatus", RequiredOnClients: false)]
+  public class MultiplayerPlayerStatus : Gadget<MultiplayerPlayerStatus>
+  {
+    public const string MOD_VERSION = "1.1"; // Set this to the version of your mod.
+    public const string CONFIG_VERSION = "1.0"; // Increment this whenever you change your mod's config file.
+    public const int PROTOCOL_VERSION = 0;
+    private const string RPC_NAME = "MPPSUpdate";
+
+    public override IGadgetConfigMenu GetConfigMenu() { return null; }
+
+    public override string GetModDescription()
+    {
+      return "A mod that displays the player status of other players in multiplayer.";
+    }
+
+    protected override void Initialize()
+    {
+      Logger.Log("Multiplayer Player Status v" + Info.Mod.Version);
+      Core.logger = Logger;
+      SceneManager.sceneLoaded += OnSceneLoaded;
+
+      GadgetCoreAPI.RegisterCustomRPC(RPC_NAME, (e) =>
+      {
+        int protocolVersion = (int)e[0];
+        var name = (string)e[1];
+        var mpps = MPPStatus.FirstOrDefault((o) => o.Name == name);
+        if (mpps == null)
+        {
+          mpps = new MPPStatus();
+          mpps.Name = name;
+          MPPStatus.Add(mpps);
+        }
+        mpps.MaxHP = BitConverter.ToDouble((byte[])e[2], 0);
+        mpps.HP = BitConverter.ToDouble((byte[])e[3], 0);
+      });
+    }
+
+    internal void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+    {
+      if (scene.buildIndex == 1)
+      {
+        InstanceTracker.GameScript.StartCoroutine(Run());
+      }
+    }
+
+    private static List<MPPStatus> MPPStatus = new List<MPPStatus>();
+
+    public static Texture2D TexFrame;
+    public static Texture2D TexFrameTeleport;
+    public static Texture2D TexFrameDead;
+    public static Texture2D TexHP;
+
+    public IEnumerator Run()
+    {
+      while (!Network.isClient && !Network.isServer)
+        yield return new WaitForSeconds(1f);
+      TexFrame = GadgetCoreAPI.LoadTexture2D("frame.png");
+      TexFrameTeleport = GadgetCoreAPI.LoadTexture2D("frame_teleport.png");
+      TexFrameDead = GadgetCoreAPI.LoadTexture2D("frame_dead.png");
+      TexHP = GadgetCoreAPI.LoadTexture2D("hp.png");
+      var inv = GameObject.Find("Main Camera").transform.FindChild("inventoryBar").gameObject;
+      var container = new GameObject("mpStatus");
+      container.transform.SetParent(inv.transform);
+      container.transform.localEulerAngles = new Vector3(0, 0, 0);
+      container.transform.localScale = new Vector3(0.125f, 0.125f, 1);
+      var re = ((float)Screen.width) / Screen.height;
+      Core.logger.Log("UI scale racio: " + re);
+      if (re >= 1.699)
+        container.transform.localPosition = new Vector3(-0.8f, -0.5f, 0);
+      else if (re >= 1.599)
+        container.transform.localPosition = new Vector3(-0.75f, -0.5f, 0);
+      else if (re >= 1.4)
+        container.transform.localPosition = new Vector3(-0.7f, -0.5f, 0);
+      else
+        container.transform.localPosition = new Vector3(-0.6f, -0.5f, 0);
+      var image = GameObject.Instantiate<GameObject>(inv.transform.FindChild("barHP").gameObject);
+      image.transform.SetParent(container.transform);
+      image.transform.localEulerAngles = new Vector3(0, 0, 0);
+      image.transform.localScale = new Vector3(1, 1, 1);
+      image.transform.localPosition = new Vector3(0, 0, 0);
+      Renderer rendererProj = image.GetComponentInChildren<Renderer>();
+      rendererProj.material = new Material(Shader.Find("Unlit/Transparent"))
+      {
+        mainTexture = TexFrame
+      };
+      container.SetActive(true);
+      var layers = new GameObject[6];
+      for (int i = 0; i < layers.Length; i++)
+      {
+        var o = GameObject.Instantiate<GameObject>(image);
+        o.SetActive(true);
+        layers[i] = o;
+      }
+      for (int i = 0; i < layers.Length; i++)
+      {
+        layers[i].transform.SetParent(image.transform);
+        layers[i].transform.localEulerAngles = new Vector3(0, 0, 0);
+        layers[i].transform.localScale = new Vector3(1, 1, 1);
+        layers[i].transform.localPosition = new Vector3(-(6 / 16f) + (i == 0 ? (7 / 16f) : 0), 0, 0.01f * i + 0.1f);
+      }
+      image.SetActive(false);
+      while (true)
+      {
+        GadgetCoreAPI.CallCustomRPC(RPC_NAME, RPCMode.All, new object[] {
+          PROTOCOL_VERSION,
+          GadgetCoreAPI.GetPlayerName(),
+          BitConverter.GetBytes((double)GameScript.maxhp),
+          BitConverter.GetBytes((double)GameScript.hp)
+        });
+
+        PlayerScript[] players = (PlayerScript[])GameObject.FindObjectsOfType(typeof(PlayerScript));
+
+        while (container.transform.childCount - 1 > players.Length)
+        {
+          GameObject.DestroyImmediate(container.transform.GetChild(1).gameObject);
+        }
+        while (container.transform.childCount - 1 < players.Length)
+        {
+          var o = GameObject.Instantiate<GameObject>(image);
+          o.transform.SetParent(container.transform);
+          o.transform.localEulerAngles = new Vector3(0, 0, 0);
+          o.transform.localScale = new Vector3(1, 1, 1);
+          o.transform.localPosition = new Vector3(0, 0, 0);
+          o.SetActive(true);
+        }
+
+        for (int i = 0; i < players.Length; i++)
+        {
+          var player = players[i];
+          double maxHP = 1;
+          double hp = 0;
+          var name = GadgetNetwork.GetNameByNetworkPlayer(player.gameObject.GetComponent<NetworkView>().owner);
+
+          var mpps = MPPStatus.FirstOrDefault((o) => o.Name == name);
+          if (mpps != null)
+          {
+            maxHP = mpps.MaxHP;
+            hp = mpps.HP;
+          }
+          else if (string.IsNullOrEmpty(name))
+          {
+            name = GadgetCoreAPI.GetPlayerName();
+            maxHP = GameScript.maxhp;
+            hp = GameScript.hp;
+          }
+
+          var app = player.gameObject.transform.GetChild(0).GetComponent<PlayerAppearance>();
+          var img = container.transform.GetChild(i + 1);
+          img.transform.localPosition = new Vector3(0, 2 * i, 0);
+          img.GetComponentInChildren<Renderer>().material = new Material(Shader.Find("Unlit/Transparent"))
+          {
+            mainTexture = !player.e.activeSelf ? TexFrameTeleport : app.reviveObj.activeSelf ? TexFrameDead : TexFrame
+          };
+          img.GetChild(0).GetComponent<Renderer>().material = new Material(Shader.Find("Unlit/Transparent"))
+          {
+            mainTexture = app.arm1Obj.GetComponent<Renderer>().material.mainTexture
+          };
+          img.GetChild(1).GetComponent<Renderer>().material = new Material(Shader.Find("Unlit/Transparent"))
+          {
+            mainTexture = app.bodyObj.GetComponent<Renderer>().material.mainTexture
+          };
+          img.GetChild(2).GetComponent<Renderer>().material = new Material(Shader.Find("Unlit/Transparent"))
+          {
+            mainTexture = app.headObj.GetComponent<Renderer>().material.mainTexture
+          };
+          img.GetChild(3).GetComponent<Renderer>().material = new Material(Shader.Find("Unlit/Transparent"))
+          {
+            mainTexture = app.helmObj.GetComponent<Renderer>().material.mainTexture
+          };
+          img.GetChild(4).GetComponent<Renderer>().material = new Material(Shader.Find("Unlit/Transparent"))
+          {
+            mainTexture = app.arm2Obj.GetComponent<Renderer>().material.mainTexture
+          };
+          img.GetChild(5).GetComponent<Renderer>().material = new Material(Shader.Find("Unlit/Transparent"))
+          {
+            mainTexture = TexHP
+          };
+          float hpW = (18 / 32f) * (float)(hp / maxHP);
+          img.GetChild(5).localScale = new Vector3(hpW, 1 / 16f, 1);
+          img.GetChild(5).localPosition = new Vector3(-(6 / 16f) - (18 / 16f) / 2 + hpW, (8 / 16f), 0.01f * 5 + 0.1f);
+        }
+        yield return new WaitForSeconds(1f);
+      }
+      yield break;
+    }
+  }
+}

+ 151 - 0
MultiplayerPlayerStatus.csproj

@@ -0,0 +1,151 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project Sdk="Microsoft.NET.Sdk">
+  <ImportGroup>
+    <Import Project="../GamePaths.xml" />
+  </ImportGroup>
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Release</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
+    <ProjectGuid>{91AB81DE-EAEE-47D1-93DD-541179208219}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>MultiplayerPlayerStatus</RootNamespace>
+    <AssemblyName>MultiplayerPlayerStatus</AssemblyName>
+    <TargetFrameworks>net35</TargetFrameworks>
+    <FileAlignment>512</FileAlignment>
+    <GenerateAssemblyInfo>false</GenerateAssemblyInfo>
+    <Configurations>Release</Configurations>
+    <Authors>Zariteis</Authors>
+    <ApplicationIcon />
+    <StartupObject />
+    <Platforms>x86</Platforms>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
+    <PlatformTarget>x86</PlatformTarget>
+    <DebugType>none</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>Release\</OutputPath>
+    <DefineConstants>TRACE</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(TargetFramework)|$(Platform)'=='Release|net35|x86'">
+    <NoWarn>1701;1702</NoWarn>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="0Harmony">
+      <HintPath>$(GamePath)$(ManagedFolder)0Harmony.dll</HintPath>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="Assembly-CSharp">
+      <HintPath>$(GamePath)$(ManagedFolder)Assembly-CSharp.dll</HintPath>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="GadgetCore">
+      <HintPath>$(GamePath)$(ManagedFolder)GadgetCore.dll</HintPath>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="UnityEngine">
+      <HintPath>$(GamePath)$(ManagedFolder)UnityEngine.dll</HintPath>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="WindowsBase" />
+  </ItemGroup>
+  <ItemGroup>
+    <Content Include="ModInfo.txt">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </Content>
+  </ItemGroup>
+  <UsingTask TaskName="GetFileVersion" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v4.0.dll">
+    <ParameterGroup>
+      <AssemblyPath ParameterType="System.String" Required="true" />
+      <Version ParameterType="System.String" Output="true" />
+      <TrimmedVersion ParameterType="System.String" Output="true" />
+    </ParameterGroup>
+    <Task>
+      <Using Namespace="System.Diagnostics" />
+      <Using Namespace="System.Text" />
+      <Using Namespace="System.Linq" />
+      <Code Type="Fragment" Language="cs">
+        <![CDATA[
+      this.Version = FileVersionInfo.GetVersionInfo(this.AssemblyPath).FileVersion;  
+      this.TrimmedVersion = this.Version.Split('.').TakeWhile(x => !x.Equals("0")).Aggregate(new StringBuilder(), (a, b) => { if (a.Length > 0) a.Append("."); a.Append(b); return a; }).ToString();
+      if (this.TrimmedVersion.IndexOf('.') == -1) this.TrimmedVersion += ".0";
+    ]]>
+      </Code>
+    </Task>
+  </UsingTask>
+  <Target Name="PostBuild" AfterTargets="PostBuildEvent">
+    <GetFileVersion AssemblyPath="$(TargetPath)">
+      <Output TaskParameter="Version" PropertyName="ModFullVersion" />
+      <Output TaskParameter="TrimmedVersion" PropertyName="AssemblyFileVersion" />
+    </GetFileVersion>
+    <ItemGroup>
+      <OldZip Include="$(TargetDir)$(AssemblyName)_v*.zip" />
+      <OldZip Include="$(GamePath)GadgetCore\Mods\$(AssemblyName)_v*.zip" />
+    </ItemGroup>
+    <Delete Files="@(OldZip)" />
+    <MakeDir Directories="$(TargetDir)..\BuildCache\" />
+    <ZipDirectory SourceDirectory="$(TargetDir)" DestinationFile="$(TargetDir)..\BuildCache\$(AssemblyName)_v$(AssemblyFileVersion).zip" />
+    <Copy SourceFiles="$(TargetDir)..\BuildCache\$(AssemblyName)_v$(AssemblyFileVersion).zip" DestinationFiles="$(TargetDir)$(AssemblyName)_v$(AssemblyFileVersion).zip" />
+    <RemoveDir Directories="$(TargetDir)..\BuildCache\" />
+    <MakeDir Directories="$(GamePath)GadgetCore\Mods\" />
+    <Copy SourceFiles="$(TargetDir)$(AssemblyName)_v$(AssemblyFileVersion).zip" DestinationFiles="$(GamePath)GadgetCore\Mods\$(AssemblyName)_v$(AssemblyFileVersion).zip" />
+    <Message Importance="High" Text="Mod Exported to $(GamePath)GadgetCore\Mods\$(AssemblyName)_v$(AssemblyFileVersion).zip" />
+  </Target>
+  <ItemGroup>
+    <None Update="Assets\**">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+  </ItemGroup>
+  <ItemGroup>
+    <None Update="Manifest.ini">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System">
+      <Private>false</Private>
+      <SpecificVersion>true</SpecificVersion>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Data">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Drawing">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.IO.Compression.FileSystem">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Numerics">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Runtime.Serialization">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Xml">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Update="System.Xml.Linq">
+      <EmbedInteropTypes>false</EmbedInteropTypes>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Folder Include="Patches\" />
+  </ItemGroup>
+</Project>

+ 22 - 0
MultiplayerPlayerStatus.sln

@@ -0,0 +1,22 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 16
+VisualStudioVersion = 16.0.31321.278
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MultiplayerPlayerStatus", "MultiplayerPlayerStatus.csproj", "{91AB81DE-EAEE-47D1-93DD-541179208219}"
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Release|x86 = Release|x86
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{91AB81DE-EAEE-47D1-93DD-541179208219}.Release|x86.ActiveCfg = Release|x86
+		{91AB81DE-EAEE-47D1-93DD-541179208219}.Release|x86.Build.0 = Release|x86
+	EndGlobalSection
+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+	GlobalSection(ExtensibilityGlobals) = postSolution
+		SolutionGuid = {CCA929F1-9F7C-495C-B63D-4DE7F2C2744D}
+	EndGlobalSection
+EndGlobal

+ 10 - 0
Properties/AssemblyInfo.cs

@@ -0,0 +1,10 @@
+using System.Reflection;
+using static MultiplayerPlayerStatus.MultiplayerPlayerStatus;
+
+[assembly: AssemblyProduct("MultiplayerPlayerStatus")] //Set this to the full name of the mod including spaces.
+[assembly: AssemblyTitle("More Lights")] //This is only used when mousing over a dll file in Windows explorer.
+[assembly: AssemblyDescription("A mod that displays the player status of other players in multiplayer.")] //This is a short description for your mod's assembly.
+[assembly: AssemblyCompany("")] //Set this to your name/nickname and/or website
+[assembly: AssemblyCopyright("© 2021 Zariteis. All rights reserved.")] //Set this to your copyright name.
+[assembly: AssemblyVersion(MOD_VERSION)]
+[assembly: AssemblyFileVersion(MOD_VERSION)]

+ 8 - 0
Properties/launchSettings.json

@@ -0,0 +1,8 @@
+{
+  "profiles": {
+    "MultiplayerPlayerStatus": {
+      "commandName": "Executable",
+      "executablePath": "C:\\Program Files (x86)\\Steam\\steamapps\\common\\Roguelands\\Roguelands.exe"
+    }
+  }
+}