Zariteis 4 years ago
commit
0bedd0b4a8

+ 512 - 0
.gitignore

@@ -0,0 +1,512 @@
+### Csharp ###
+## Ignore Visual Studio temporary files, build results, and
+## files generated by popular Visual Studio add-ons.
+##
+## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
+
+# User-specific files
+*.rsuser
+*.suo
+*.user
+*.userosscache
+*.sln.docstates
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+*.userprefs
+
+# Mono auto generated files
+mono_crash.*
+
+# Build results
+[Dd]ebug/
+[Dd]ebugPublic/
+[Rr]elease/
+[Rr]eleases/
+x64/
+x86/
+[Aa][Rr][Mm]/
+[Aa][Rr][Mm]64/
+bld/
+[Bb]in/
+[Oo]bj/
+[Ll]og/
+[Ll]ogs/
+
+# Visual Studio 2015/2017 cache/options directory
+.vs/
+# Uncomment if you have tasks that create the project's static files in wwwroot
+#wwwroot/
+
+# Visual Studio 2017 auto generated files
+Generated\ Files/
+
+# MSTest test Results
+[Tt]est[Rr]esult*/
+[Bb]uild[Ll]og.*
+
+# NUnit
+*.VisualState.xml
+TestResult.xml
+nunit-*.xml
+
+# Build Results of an ATL Project
+[Dd]ebugPS/
+[Rr]eleasePS/
+dlldata.c
+
+# Benchmark Results
+BenchmarkDotNet.Artifacts/
+
+# .NET Core
+project.lock.json
+project.fragment.lock.json
+artifacts/
+
+# StyleCop
+StyleCopReport.xml
+
+# Files built by Visual Studio
+*_i.c
+*_p.c
+*_h.h
+*.ilk
+*.meta
+*.obj
+*.iobj
+*.pch
+*.pdb
+*.ipdb
+*.pgc
+*.pgd
+*.rsp
+*.sbr
+*.tlb
+*.tli
+*.tlh
+*.tmp
+*.tmp_proj
+*_wpftmp.csproj
+*.log
+*.vspscc
+*.vssscc
+.builds
+*.pidb
+*.svclog
+*.scc
+
+# Chutzpah Test files
+_Chutzpah*
+
+# Visual C++ cache files
+ipch/
+*.aps
+*.ncb
+*.opendb
+*.opensdf
+*.sdf
+*.cachefile
+*.VC.db
+*.VC.VC.opendb
+
+# Visual Studio profiler
+*.psess
+*.vsp
+*.vspx
+*.sap
+
+# Visual Studio Trace Files
+*.e2e
+
+# TFS 2012 Local Workspace
+$tf/
+
+# Guidance Automation Toolkit
+*.gpState
+
+# ReSharper is a .NET coding add-in
+_ReSharper*/
+*.[Rr]e[Ss]harper
+*.DotSettings.user
+
+# TeamCity is a build add-in
+_TeamCity*
+
+# DotCover is a Code Coverage Tool
+*.dotCover
+
+# AxoCover is a Code Coverage Tool
+.axoCover/*
+!.axoCover/settings.json
+
+# Coverlet is a free, cross platform Code Coverage Tool
+coverage*[.json, .xml, .info]
+
+# Visual Studio code coverage results
+*.coverage
+*.coveragexml
+
+# NCrunch
+_NCrunch_*
+.*crunch*.local.xml
+nCrunchTemp_*
+
+# MightyMoose
+*.mm.*
+AutoTest.Net/
+
+# Web workbench (sass)
+.sass-cache/
+
+# Installshield output folder
+[Ee]xpress/
+
+# DocProject is a documentation generator add-in
+DocProject/buildhelp/
+DocProject/Help/*.HxT
+DocProject/Help/*.HxC
+DocProject/Help/*.hhc
+DocProject/Help/*.hhk
+DocProject/Help/*.hhp
+DocProject/Help/Html2
+DocProject/Help/html
+
+# Click-Once directory
+publish/
+
+# Publish Web Output
+*.[Pp]ublish.xml
+*.azurePubxml
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+*.pubxml
+*.publishproj
+
+# 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
+PublishScripts/
+
+# NuGet Packages
+*.nupkg
+# NuGet Symbol Packages
+*.snupkg
+# The packages folder can be ignored because of Package Restore
+**/[Pp]ackages/*
+# except build/, which is used as an MSBuild target.
+!**/[Pp]ackages/build/
+# Uncomment if necessary however generally it will be regenerated when needed
+#!**/[Pp]ackages/repositories.config
+# NuGet v3's project.json files produces more ignorable files
+*.nuget.props
+*.nuget.targets
+
+# Microsoft Azure Build Output
+csx/
+*.build.csdef
+
+# Microsoft Azure Emulator
+ecf/
+rcf/
+
+# Windows Store app package directories and files
+AppPackages/
+BundleArtifacts/
+Package.StoreAssociation.xml
+_pkginfo.txt
+*.appx
+*.appxbundle
+*.appxupload
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+*.[Cc]ache
+# but keep track of directories ending in .cache
+!?*.[Cc]ache/
+
+# Others
+ClientBin/
+~$*
+*~
+*.dbmdl
+*.dbproj.schemaview
+*.jfm
+*.pfx
+*.publishsettings
+orleans.codegen.cs
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+#*.snk
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+#bower_components/
+
+# RIA/Silverlight projects
+Generated_Code/
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+_UpgradeReport_Files/
+Backup*/
+UpgradeLog*.XML
+UpgradeLog*.htm
+ServiceFabricBackup/
+*.rptproj.bak
+
+# SQL Server files
+*.mdf
+*.ldf
+*.ndf
+
+# Business Intelligence projects
+*.rdl.data
+*.bim.layout
+*.bim_*.settings
+*.rptproj.rsuser
+*- [Bb]ackup.rdl
+*- [Bb]ackup ([0-9]).rdl
+*- [Bb]ackup ([0-9][0-9]).rdl
+
+# Microsoft Fakes
+FakesAssemblies/
+
+# GhostDoc plugin setting file
+*.GhostDoc.xml
+
+# Node.js Tools for Visual Studio
+.ntvs_analysis.dat
+node_modules/
+
+# Visual Studio 6 build log
+*.plg
+
+# Visual Studio 6 workspace options file
+*.opt
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+*.vbw
+
+# Visual Studio LightSwitch build output
+**/*.HTMLClient/GeneratedArtifacts
+**/*.DesktopClient/GeneratedArtifacts
+**/*.DesktopClient/ModelManifest.xml
+**/*.Server/GeneratedArtifacts
+**/*.Server/ModelManifest.xml
+_Pvt_Extensions
+
+# Paket dependency manager
+.paket/paket.exe
+paket-files/
+
+# FAKE - F# Make
+.fake/
+
+# CodeRush personal settings
+.cr/personal
+
+# Python Tools for Visual Studio (PTVS)
+__pycache__/
+*.pyc
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+*.tss
+
+# Telerik's JustMock configuration file
+*.jmconfig
+
+# BizTalk build output
+*.btp.cs
+*.btm.cs
+*.odx.cs
+*.xsd.cs
+
+# OpenCover UI analysis results
+OpenCover/
+
+# Azure Stream Analytics local run output
+ASALocalRun/
+
+# MSBuild Binary and Structured Log
+*.binlog
+
+# NVidia Nsight GPU debugger configuration file
+*.nvuser
+
+# MFractors (Xamarin productivity tool) working folder
+.mfractor/
+
+# Local History for Visual Studio
+.localhistory/
+
+# BeatPulse healthcheck temp database
+healthchecksdb
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+MigrationBackup/
+
+# Ionide (cross platform F# VS Code tools) working folder
+.ionide/
+
+### 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/inventoryMainVanitySlots.png


+ 22 - 0
Core.cs

@@ -0,0 +1,22 @@
+using GadgetCore;
+using GadgetCore.API;
+
+namespace VanitySlots
+{
+  internal static class Core
+  {
+    public static GadgetLogger logger;
+
+    public static ItemInfo itemHelmet;
+    public static ItemInfo itemArmor;
+
+    public static ItemStore itemStore = new ItemStore(3);
+    public static bool IsSoftcore()
+    {
+      foreach (var gadget in Gadgets.ListAllEnabledGadgets())
+        if (gadget.Info?.ModName == "Softcore")
+          return true;
+      return false;
+    }
+  }
+}

+ 141 - 0
ItemStore.cs

@@ -0,0 +1,141 @@
+using GadgetCore.API;
+using System;
+using System.Reflection;
+using UnityEngine;
+
+namespace VanitySlots
+{
+  public class ItemStore
+  {
+    public ItemStore(int size)
+    {
+      m_Items = new Item[size];
+      m_Slots = new GameObject[size];
+      Clear();
+    }
+
+    private Item[] m_Items;
+
+    public Item[] Items
+    {
+      get { return m_Items; }
+      set { m_Items = value; }
+    }
+
+    public void Save()
+    {
+      for (int i = 0; i < m_Items.Length; i++)
+      {
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "id", m_Items[i].id);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "q", m_Items[i].q);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "exp", m_Items[i].exp);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "tier", m_Items[i].tier);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "corrupted", m_Items[i].corrupted);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "a0", m_Items[i].aspect[0]);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "a1", m_Items[i].aspect[1]);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "a2", m_Items[i].aspect[2]);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "aL0", m_Items[i].aspectLvl[0]);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "aL1", m_Items[i].aspectLvl[1]);
+        PreviewLabs.PlayerPrefs.SetInt("c" + Menuu.curChar + "vanitySlot" + i + "aL2", m_Items[i].aspectLvl[2]);
+      }
+    }
+    public bool CanUse(Item holdingItem, int slot)
+    {
+      if (holdingItem.id <= 0)
+        return true;
+      var holdingItemType = ItemRegistry.GetItem(holdingItem.id).Type;
+      if (slot == 0 && ((holdingItemType & ItemType.EQUIP_MASK) == (ItemType.OFFHAND & ItemType.EQUIP_MASK)))
+        return true;
+      if (slot == 1 && ((holdingItemType & ItemType.EQUIP_MASK) == (ItemType.HELMET & ItemType.EQUIP_MASK)))
+        return true;
+      if (slot == 2 && ((holdingItemType & ItemType.EQUIP_MASK) == (ItemType.ARMOR & ItemType.EQUIP_MASK)))
+        return true;
+      return false;
+    }
+
+    public void Load()
+    {
+      for (int i = 0; i < m_Items.Length; i++)
+      {
+        m_Items[i].id = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "id");
+        m_Items[i].q = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "q");
+        m_Items[i].exp = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "exp");
+        m_Items[i].tier = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "tier");
+        m_Items[i].corrupted = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "corrupted");
+        m_Items[i].aspect[0] = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "a0");
+        m_Items[i].aspect[1] = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "a1");
+        m_Items[i].aspect[2] = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "a2");
+        m_Items[i].aspectLvl[0] = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "aL0");
+        m_Items[i].aspectLvl[1] = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "aL1");
+        m_Items[i].aspectLvl[2] = PreviewLabs.PlayerPrefs.GetInt("c" + Menuu.curChar + "vanitySlot" + i + "aL2");
+      }
+      Core.itemStore.UpdateUI();
+    }
+
+    public void Clear()
+    {
+      for (int i = 0; i < m_Items.Length; i++)
+        m_Items[i] = new Item(0, 0, 0, 0, 0, new int[3], new int[3]);
+    }
+    public void SetSlotGameObject(int i, GameObject gameObject)
+    {
+      m_Slots[i] = gameObject;
+    }
+
+    public static readonly FieldInfo inventoryField = typeof(GameScript).GetField("inventory", BindingFlags.NonPublic | BindingFlags.Instance);
+    private GameObject[] m_Slots;
+    public void UpdateUI()
+    {
+      try
+      {
+        for (int i = 0; i < m_Items.Length; i++)
+        {
+          var obj = m_Slots[i];
+          if (obj != null)
+          {
+            obj.GetComponent<Renderer>().material = (Material)Resources.Load("i/i" + (m_Items[i]?.id ?? 0));
+            var objBack = obj.transform.GetChild(1).gameObject;
+            AnimIcon animIcon = objBack.GetComponent<AnimIcon>();
+            if ((m_Items[i]?.id ?? 0) > 0 && ((m_Items[i].id >= 300 && m_Items[i].id < 2000) || (ItemRegistry.GetTypeByID(m_Items[i].id) & ItemType.LEVELING) == ItemType.LEVELING))
+            {
+              objBack.GetComponent<Renderer>().material = (Material)Resources.Load("iBack" + m_Items[i].tier);
+              if (m_Items[i].tier == 3)
+                animIcon.anim = 1;
+              else
+                animIcon.anim = 0;
+              objBack.SetActive(true);
+            }
+            else
+            {
+              animIcon.anim = 0;
+              objBack.SetActive(false);
+            }
+            TextMesh txtQ = obj.transform.GetChild(0).GetComponent<TextMesh>();
+            if (m_Items[i]?.q > 1 && (m_Items[i]?.id ?? 0) > 0)
+            {
+              txtQ.text = "" + m_Items[i].q;
+            }
+            else
+            {
+              txtQ.text = "";
+            }
+          }
+        }
+        if (MenuScript.playerAppearance != null)
+        {
+          var inventory = (Item[])inventoryField.GetValue(InstanceTracker.GameScript);
+          GameScript.equippedIDs[1] = inventory[37].id;
+          GameScript.equippedIDs[2] = inventory[38].id;
+          GameScript.equippedIDs[3] = inventory[39].id;
+          Network.RemoveRPCs(MenuScript.playerAppearance.GetComponent<NetworkView>().viewID);
+          MenuScript.playerAppearance.GetComponent<NetworkView>().RPC("UA", RPCMode.AllBuffered, new object[]
+          { GameScript.equippedIDs, 0, GameScript.dead });
+        }
+      }
+      catch (Exception e)
+      {
+        Core.logger.LogConsole(e.Message);
+      }
+    }
+  }
+}

+ 3 - 0
Manifest.ini

@@ -0,0 +1,3 @@
+[Metadata]
+Name=Vanity Slots
+Assembly=VanitySlots.dll

+ 1 - 0
ModInfo.txt

@@ -0,0 +1 @@
+A mod that adds vanity slots to the players inventory.

+ 31 - 0
Patches/Patch_GameScript_EraseCharacter.cs

@@ -0,0 +1,31 @@
+using GadgetCore.API;
+using GadgetCore.Util;
+using HarmonyLib;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Reflection.Emit;
+using UnityEngine;
+
+namespace VanitySlots.Patches
+{
+
+  [HarmonyPatch(typeof(GameScript))]
+  [HarmonyPatch("EraseCharacter")]
+  [HarmonyGadget("VanitySlots")]
+  public static class Patch_GameScript_EraseCharacter
+  {
+
+    [HarmonyPrefix]
+    [HarmonyPriority(Priority.Low)]
+    public static void Prefix(GameScript __instance)
+    {
+      if (!Core.IsSoftcore())
+      {
+        Core.itemStore.Clear();
+        Core.itemStore.Save();
+      }
+    }
+  }
+}

+ 18 - 0
Patches/Patch_GameScript_LoadGame.cs

@@ -0,0 +1,18 @@
+using GadgetCore.API;
+using HarmonyLib;
+
+namespace VanitySlots.Patches
+{
+
+  [HarmonyPatch(typeof(GameScript))]
+  [HarmonyPatch("LoadGame")]
+  [HarmonyGadget("VanitySlots")]
+  public static class Patch_GameScript_LoadGame
+  {
+    [HarmonyPostfix]
+    public static void Postfix(GameScript __instance, Item[] ___storage, ref int ___storageLevel)
+    {
+      Core.itemStore.Load();
+    }
+  }
+}

+ 24 - 0
Patches/Patch_GameScript_Retry.cs

@@ -0,0 +1,24 @@
+using GadgetCore.API;
+using HarmonyLib;
+
+namespace VanitySlots.Patches
+{
+
+  [HarmonyPatch(typeof(GameScript))]
+  [HarmonyPatch("Retry")]
+  [HarmonyGadget("VanitySlots")]
+  public static class Patch_GameScript_Retry
+  {
+
+    [HarmonyPostfix]
+    [HarmonyPriority(Priority.Low)]
+    public static void Postfix(GameScript __instance, Item[] ___storage, ref int ___storageLevel)
+    {
+      if (!Core.IsSoftcore())
+      {
+        Core.itemStore.Clear();
+        Core.itemStore.Save();
+      }
+    }
+  }
+}

+ 18 - 0
Patches/Patch_GameScript_SaveGame.cs

@@ -0,0 +1,18 @@
+using GadgetCore.API;
+using HarmonyLib;
+
+namespace VanitySlots.Patches
+{
+
+  [HarmonyPatch(typeof(GameScript))]
+  [HarmonyPatch("SaveGame")]
+  [HarmonyGadget("VanitySlots")]
+  public static class Patch_GameScript_SaveGame
+  {
+    [HarmonyPrefix]
+    public static void Prefix(GameScript __instance, Item[] ___storage, ref int ___storageLevel)
+    {
+      Core.itemStore.Save();
+    }
+  }
+}

+ 123 - 0
Patches/Patch_GameScript_Update.cs

@@ -0,0 +1,123 @@
+using GadgetCore;
+using GadgetCore.API;
+using HarmonyLib;
+using System;
+using UnityEngine;
+
+namespace VanitySlots.Patches
+{
+
+  [HarmonyPatch(typeof(GameScript))]
+  [HarmonyPatch("Update")]
+  [HarmonyGadget("VanitySlots")]
+  public static class Patch_GameScript_Update
+  {
+    [HarmonyPrefix]
+    public static void Prefix(GameScript __instance, ref Item ___holdingItem, ref int ___curhoveringstat, ref bool ___holdingCombatChip, bool ___exitingcombatmode)
+    {
+      try
+      {
+        if (MenuScript.player)
+        {
+          if (!GameScript.pausing && Input.GetMouseButtonDown(0) && GameScript.inventoryOpen)
+          {
+            var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
+            RaycastHit hit;
+            if (Physics.Raycast(ray, out hit, 7f))
+            {
+              if (hit.transform.gameObject.name.StartsWith("vanity_slot_"))
+              {
+                var slot = 2;
+                if (hit.transform.gameObject.name.StartsWith("vanity_slot_"))
+                  slot = int.Parse(hit.transform.gameObject.name.Substring("vanity_slot_".Length));
+
+                if (slot >= 0 && slot < Core.itemStore.Items.Length)
+                {
+                  if (___holdingItem.id != 0)
+                  {
+                    if (Core.itemStore.CanUse(___holdingItem, slot))
+                    {
+                      if (Core.itemStore.Items[slot].id == 0)
+                      {
+                        Place(__instance, slot, ref ___holdingItem);
+                      }
+                      else
+                      {
+                        Swap(__instance, slot, ref ___holdingItem);
+                      }
+                    }
+                  }
+                  else if (Core.itemStore.Items[slot].id != 0)
+                  {
+                    Select(__instance, slot, ref ___holdingItem);
+                  }
+                }
+              }
+            }
+          }
+        }
+      }
+      catch (Exception e) { Core.logger.LogConsole(e.Message); }
+    }
+
+
+    [HarmonyPostfix]
+    public static void Postfix()
+    {
+      if (MenuScript.player)
+      {
+        if (GameScript.inventoryOpen)
+        {
+          var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
+          RaycastHit hit;
+          if (Physics.Raycast(ray, out hit, 7f))
+          {
+            if (hit.transform.gameObject.name.StartsWith("vanity_slot_"))
+            {
+              var slot = 2;
+              if (hit.transform.gameObject.name.StartsWith("vanity_slot_"))
+                slot = int.Parse(hit.transform.gameObject.name.Substring("vanity_slot_".Length));
+
+              if ((Core.itemStore.Items[slot]?.id ?? 0) != 0)
+                PatchMethods.HoverItem(Core.itemStore.Items[slot]);
+            }
+          }
+        }
+      }
+    }
+
+    private static void Swap(GameScript __instance, int slot, ref Item ___holdingItem)
+    {
+      __instance.GetComponent<AudioSource>().PlayOneShot((AudioClip)Resources.Load("Au/CLICK1"), Menuu.soundLevel / 10f);
+
+      Item item = ___holdingItem;
+      ___holdingItem = Core.itemStore.Items[slot];
+      Core.itemStore.Items[slot] = item;
+
+      Core.itemStore.UpdateUI();
+      __instance.RefreshHoldingSlot();
+    }
+
+    private static void Select(GameScript __instance, int slot, ref Item ___holdingItem)
+    {
+      __instance.GetComponent<AudioSource>().PlayOneShot((AudioClip)Resources.Load("Au/CLICK1"), Menuu.soundLevel / 10f);
+
+      ___holdingItem = Core.itemStore.Items[slot];
+      Core.itemStore.Items[slot] = __instance.EmptyItem();
+
+      Core.itemStore.UpdateUI();
+      __instance.RefreshHoldingSlot();
+    }
+
+    private static void Place(GameScript __instance, int slot, ref Item ___holdingItem)
+    {
+      __instance.GetComponent<AudioSource>().PlayOneShot((AudioClip)Resources.Load("Au/CLICK1"), Menuu.soundLevel / 10f);
+
+      Core.itemStore.Items[slot] = ___holdingItem;
+      ___holdingItem = __instance.EmptyItem();
+
+      Core.itemStore.UpdateUI();
+      __instance.RefreshHoldingSlot();
+    }
+  }
+}

+ 21 - 0
Patches/Patch_Menuu_EraseCharacter.cs

@@ -0,0 +1,21 @@
+using GadgetCore.API;
+using HarmonyLib;
+
+namespace VanitySlots.Patches
+{
+
+  [HarmonyPatch(typeof(Menuu))]
+  [HarmonyPatch("EraseCharacter")]
+  [HarmonyGadget("VanitySlots")]
+  public static class Patch_Menuu_EraseCharacter
+  {
+
+    [HarmonyPrefix]
+    [HarmonyPriority(Priority.Low)]
+    public static void Prefix(Menuu __instance, int a)
+    {
+      Core.itemStore.Clear();
+      Core.itemStore.Save();
+    }
+  }
+}

+ 37 - 0
Patches/Patch_NetworkView_RPC.cs

@@ -0,0 +1,37 @@
+using GadgetCore.API;
+using HarmonyLib;
+using System;
+using UnityEngine;
+
+namespace VanitySlots.Patches
+{
+  [HarmonyPatch(typeof(NetworkView))]
+  [HarmonyPatch("RPC", new Type[] { typeof(string), typeof(RPCMode), typeof(object[]) })]
+  [HarmonyGadget("VanitySlots")]
+  public static class Patch_NetworkView_RPC
+  {
+    [HarmonyPrefix]
+    [HarmonyPriority(Priority.High)]
+    public static void Prefix(NetworkView __instance, ref string name, RPCMode mode, object[] args)
+    {
+      if (name == "UA" && args[0] is int[] a && a.Length > 6)
+      {
+        if (Core.itemStore.Items[0].id != 0)
+          if (ItemRegistry.GetItem(Core.itemStore.Items[0].id).GetName().StartsWith("Original "))
+            a[1] = 0;
+          else
+            a[1] = Core.itemStore.Items[0].id;
+        if (Core.itemStore.Items[1].id != 0)
+          if (ItemRegistry.GetItem(Core.itemStore.Items[1].id).GetName().StartsWith("Original "))
+            a[2] = 0;
+          else
+            a[2] = Core.itemStore.Items[1].id;
+        if (Core.itemStore.Items[2].id != 0)
+          if (ItemRegistry.GetItem(Core.itemStore.Items[2].id).GetName().StartsWith("Original "))
+            a[3] = 0;
+          else
+            a[3] = Core.itemStore.Items[2].id;
+      }
+    }
+  }
+}

+ 10 - 0
Properties/AssemblyInfo.cs

@@ -0,0 +1,10 @@
+using System.Reflection;
+using static VanitySlots.VanitySlots;
+
+[assembly: AssemblyProduct("VanitySlots")] //Set this to the full name of the mod including spaces.
+[assembly: AssemblyTitle("VanitySlots")] //This is only used when mousing over a dll file in Windows explorer.
+[assembly: AssemblyDescription("A mod that adds vanity slots to the players inventory.")] //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": {
+    "VanitySlots": {
+      "commandName": "Executable",
+      "executablePath": "C:\\Program Files (x86)\\Steam\\steamapps\\common\\Roguelands\\Roguelands.exe"
+    }
+  }
+}

+ 68 - 0
VanitySlots.cs

@@ -0,0 +1,68 @@
+using GadgetCore.API;
+using GadgetCore.API.ConfigMenu;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+namespace VanitySlots
+{
+  [Gadget("VanitySlots", RequiredOnClients: false)]
+  public class VanitySlots : Gadget<VanitySlots>
+  {
+    public const string MOD_VERSION = "1.0"; // 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 override IGadgetConfigMenu GetConfigMenu() { return null; }
+
+    public override string GetModDescription()
+    {
+      return "A mod that adds vanity slots to the players inventory.";
+    }
+
+    protected override void Initialize()
+    {
+      Logger.Log("Vanity Slots v" + Info.Mod.Version);
+      Core.logger = Logger;
+
+      SceneManager.sceneLoaded += OnSceneLoaded;
+    }
+
+    internal static void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+    {
+      if (scene.buildIndex == 1)
+      {
+        try
+        {
+          var storageMenu = GameObject.Find("Main Camera").transform.Find("inventoryMain").gameObject;
+          var newSlots = UnityEngine.Object.Instantiate(storageMenu).transform.GetChild(0).GetChild(1).gameObject;
+          Component.DestroyImmediate(newSlots.GetComponent<AnimIcon>());
+          newSlots.transform.SetParent(storageMenu.transform);
+          newSlots.name = "inventoryMainVanitySlots";
+          newSlots.transform.localPosition = new Vector3(0, 0, 0);
+          newSlots.transform.localScale = new Vector3(1, 1, 1);
+          newSlots.SetActive(true);
+          newSlots.GetComponent<Renderer>().material = new Material(Shader.Find("Unlit/Transparent"))
+          {
+            mainTexture = GadgetCoreAPI.LoadTexture2D("inventoryMainVanitySlots.png")
+          };
+          CreateSlot(storageMenu, 0);
+          CreateSlot(storageMenu, 1);
+          CreateSlot(storageMenu, 2);
+        }
+        catch (System.Exception e) { Core.logger.Log(e.Message); }
+      }
+    }
+
+    private static void CreateSlot(GameObject menu, int id)
+    {
+      var originalSlot = menu.transform.Find("" + (6 + 6 * id));
+      var slot = UnityEngine.Object.Instantiate(originalSlot, originalSlot.transform.parent).gameObject;
+      slot.name = "vanity_slot_" + id;
+      slot.layer = 0;
+      slot.transform.SetParent(menu.transform);
+      slot.transform.localPosition = originalSlot.transform.localPosition + new Vector3(-0.1495f, 0, 0);
+      Core.itemStore.SetSlotGameObject(id, slot);
+      Core.itemStore.UpdateUI();
+    }
+
+  }
+}

+ 498 - 0
VanitySlots.csproj

@@ -0,0 +1,498 @@
+<?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>VanitySlots</RootNamespace>
+    <AssemblyName>VanitySlots</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)|$(Platform)'=='Release|net35|x86'">
+    <NoWarn>1701;1702</NoWarn>
+  </PropertyGroup>
+  <ItemGroup>
+    <Compile Remove="%2a%2a\**" />
+    <EmbeddedResource Remove="%2a%2a\**" />
+    <None Remove="%2a%2a\**" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Remove="Assets\01_space.ogg" />
+    <None Remove="Assets\a16.png" />
+    <None Remove="Assets\aArmor.png" />
+    <None Remove="Assets\d17b.png" />
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Include="0Harmony">
+      <HintPath>$(GamePath)$(ManagedFolder)0Harmony.dll</HintPath>
+      <SpecificVersion>false</SpecificVersion>
+      <Private>false</Private>
+      <RequiredTargetFramework>net35</RequiredTargetFramework>
+    </Reference>
+    <Reference Include="Assembly-CSharp">
+      <HintPath>$(GamePath)$(ManagedFolder)Assembly-CSharp.dll</HintPath>
+      <SpecificVersion>false</SpecificVersion>
+      <RequiredTargetFramework>net35</RequiredTargetFramework>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="GadgetCore">
+      <HintPath>$(GamePath)$(ManagedFolder)GadgetCore.dll</HintPath>
+      <SpecificVersion>false</SpecificVersion>
+      <RequiredTargetFramework>net35</RequiredTargetFramework>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="UnityEngine">
+      <HintPath>$(GamePath)$(ManagedFolder)UnityEngine.dll</HintPath>
+      <SpecificVersion>false</SpecificVersion>
+      <RequiredTargetFramework>net35</RequiredTargetFramework>
+      <Private>false</Private>
+    </Reference>
+    <Reference Include="WindowsBase" />
+  </ItemGroup>
+  <ItemGroup>
+    <Content Include="ModInfo.txt">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </Content>
+  </ItemGroup>
+  <UsingTask TaskName="GetFileVersion" TaskFactory="CodeTaskFactory" AssemblyFile="$(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\aOldTecArmor.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bArmor.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bgNone.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bgScrapYard.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bgScrapYardExtension.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bgScrapYardTop.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bgVanitySlots.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bgVanitySlotsExtension.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bgVanitySlotsTop.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bgStars.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bOldTecArmor.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenChest.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenCrates1.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenCrates2.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenCrates3.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenCrates4.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenItemMod.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenPirate.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenPirate1.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenPirate2.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenPirate3.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenPirate4.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenPirate5.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenPirate6.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenSliverbody.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenSliverHead.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenSliverTail.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\brokenTeleporter.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bScrapYardbg0.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bScrapYardbg1.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bScrapYardbg2.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bScrapYardbg3.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bVanitySlotsbg0.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bVanitySlotsbg1.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bVanitySlotsbg2.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\bVanitySlotsbg3.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cGreenLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\charBG.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cOrangeLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cPlatform.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cPurpleLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cWhiteLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\cYellowLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\dOldTecDroidBase.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\dOldTecDroidTop.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\entranceScrapYard.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\entranceVanitySlots.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\First\one">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\hHelmet.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\hOldTecHelmet.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iAirCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iArmor.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iEarthCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iFireCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iGreenLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iHelmet.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\inventoryMainVanitySlots.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\inventoryMainVanitySlotss.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOldCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOldTecMod.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOldTec.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOldTecArmor.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOldTecDroid.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOldTecHelmet.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOldTecShield.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iOrangeLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iPlatform.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iPurpleLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iScrapTrophy.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iWaterCore.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iWhiteLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\iYellowLamp.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\merchantBody.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\merchantHead.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\merchantPortrait.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\metalPlatform.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\metalPlatformClean.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\midCoverChunk0.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\midHiddenChunk0.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\midVanitySlotsChunk0.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\midVanitySlotsChunk1.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\oldChest.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\oldChestOpen.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\one">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\parallax.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\planetScrapYard.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\planetScrapYardPrev.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\planetScrapYard_old.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\planetShip.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\planetShipPrev.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\planetVanitySlots.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\planetVanitySlotsPrev.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\planetSpacePrev.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\platform">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\recipesOldTec.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\rockPlatform.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\scrapyardstand">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\scrapYardStand.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\scrapYardStandInfo.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\shipAEntranceBG.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\shipAEntranceFG.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\shipAExitBG.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\shipAExitFG.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\shipAMainBG.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\shipAMainFG.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\shopStand.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\shopStand_old.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\sideBigVanitySlots.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\sidesmallVanitySlots.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\signShip.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <None Update="Assets\signVanitySlots.png">
+      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
+    </None>
+    <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>
+</Project>

+ 22 - 0
VanitySlots.sln

@@ -0,0 +1,22 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 16
+VisualStudioVersion = 16.0.31205.134
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "VanitySlots", "VanitySlots.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 = {631188D6-9FFC-4F2E-9ED5-E35379E64351}
+	EndGlobalSection
+EndGlobal