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DorkNet/DorkNet.ClientMod/DorkNet.ClientMod.csproj
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<LangVersion>latest</LangVersion>
<Nullable>enable</Nullable>
<RootNamespace>DorkNet.ClientMod</RootNamespace>
<AssemblyName>DorkNet.ClientMod</AssemblyName>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
<NoWarn>$(NoWarn);CS8602;CS8604;CS0436</NoWarn>
</PropertyGroup>
<!--
MelonLoader 0.6.x build of the DorkNet client patches. Resolves
every game-side type at runtime via AccessTools.TypeByName, so
Rec Room's IL2CPP-derived interop assemblies (Assembly-CSharp,
Photon3Unity3D, UnityEngine.*) are NOT needed at compile time —
they would be derivative works of the game anyway, so we never
reference them. Only MelonLoader's own DLLs are needed.
By default the project downloads the pinned MelonLoader release
into DorkNet.ClientMod/build/ and references those DLLs. Pass
-p:MelonLoaderDir=<path-to-extracted-MelonLoader> only when you
deliberately want to use a local override.
-->
<PropertyGroup>
<MelonLoaderVersion Condition="'$(MelonLoaderVersion)' == ''">v0.6.6</MelonLoaderVersion>
<MelonLoaderCacheRoot>$(MSBuildThisFileDirectory)build\melonloader</MelonLoaderCacheRoot>
<MelonLoaderZip>$(MelonLoaderCacheRoot)\MelonLoader.x64.$(MelonLoaderVersion).zip</MelonLoaderZip>
<MelonLoaderDir Condition="'$(MelonLoaderDir)' == ''">$(MelonLoaderCacheRoot)\MelonLoader</MelonLoaderDir>
</PropertyGroup>
<Target Name="EnsureMelonLoaderReferences"
BeforeTargets="ResolveAssemblyReferences"
Condition="!Exists('$(MelonLoaderDir)\net6\MelonLoader.dll')">
<MakeDir Directories="$(MelonLoaderCacheRoot)" />
<DownloadFile
SourceUrl="https://github.com/LavaGang/MelonLoader/releases/download/$(MelonLoaderVersion)/MelonLoader.x64.zip"
DestinationFolder="$(MelonLoaderCacheRoot)"
DestinationFileName="MelonLoader.x64.$(MelonLoaderVersion).zip"
SkipUnchangedFiles="true" />
<Unzip SourceFiles="$(MelonLoaderZip)"
DestinationFolder="$(MelonLoaderCacheRoot)"
OverwriteReadOnlyFiles="true" />
</Target>
<ItemGroup>
<Reference Include="MelonLoader">
<HintPath>$(MelonLoaderDir)\net6\MelonLoader.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="0Harmony">
<HintPath>$(MelonLoaderDir)\net6\0Harmony.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Il2CppInterop.Runtime">
<HintPath>$(MelonLoaderDir)\net6\Il2CppInterop.Runtime.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="Il2CppInterop.Common">
<HintPath>$(MelonLoaderDir)\net6\Il2CppInterop.Common.dll</HintPath>
<Private>false</Private>
</Reference>
</ItemGroup>
<!--
Dev-tools only: typed references to the per-install Il2Cpp interop
assemblies MelonLoader generates (Assembly-CSharp / UnityEngine.* /
TextMeshPro). Used by the native watch "Dev Console" injection
(DevWatchButton.cs), which needs real types (Button3D.OnClick,
Object.Instantiate, TextMeshProUGUI, UnityAction) that pure reflection
couldn't drive in this build. These DLLs are game-derived and are NOT
redistributed — they're only referenced at build time and resolved at
runtime from the player's own install. Private=false so they're never
copied into the mod output. Override the dir with -p:Il2CppAsmDir=… .
-->
<PropertyGroup>
<Il2CppAsmDir Condition="'$(Il2CppAsmDir)' == ''">C:\Users\Alexa\Downloads\DorkRoom-2020.12\MelonLoader\Il2CppAssemblies</Il2CppAsmDir>
</PropertyGroup>
<ItemGroup Condition="Exists('$(Il2CppAsmDir)')">
<Reference Include="Assembly-CSharp"><HintPath>$(Il2CppAsmDir)\Assembly-CSharp.dll</HintPath><Private>false</Private></Reference>
<Reference Include="Il2Cppmscorlib"><HintPath>$(Il2CppAsmDir)\Il2Cppmscorlib.dll</HintPath><Private>false</Private></Reference>
<Reference Include="UnityEngine.CoreModule"><HintPath>$(Il2CppAsmDir)\UnityEngine.CoreModule.dll</HintPath><Private>false</Private></Reference>
<Reference Include="UnityEngine.UI"><HintPath>$(Il2CppAsmDir)\UnityEngine.UI.dll</HintPath><Private>false</Private></Reference>
<Reference Include="UnityEngine.InputLegacyModule"><HintPath>$(Il2CppAsmDir)\UnityEngine.InputLegacyModule.dll</HintPath><Private>false</Private></Reference>
<Reference Include="Unity.TextMeshPro"><HintPath>$(Il2CppAsmDir)\Unity.TextMeshPro.dll</HintPath><Private>false</Private></Reference>
<Reference Include="Il2CppRecRoom.Promises.Runtime"><HintPath>$(Il2CppAsmDir)\Il2CppRecRoom.Promises.Runtime.dll</HintPath><Private>false</Private></Reference>
<Reference Include="Il2CppRecRoom.Datastructures.Runtime"><HintPath>$(Il2CppAsmDir)\Il2CppRecRoom.Datastructures.Runtime.dll</HintPath><Private>false</Private></Reference>
</ItemGroup>
</Project>