Arg0
- person Arg0
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Using Krash's input on another thread, this is the function I've been using to reload mod changes. The last call binds the function to `ctrl + ;`. Refreshing the file manager is needed if you add a new .cs file while the game is already running, otherwise exec() will not be able to find it. function reloadModScripts(%a0) {…
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I remembered/ realized as well that I should look inside some of the .vl2 zips. That's helped as well for exploring some of the base .cs files and .wavs. Just mentioning if there's others lurking now or later.
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I was able to track down a copy, looks like it'll be quite handy, thanks!
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Perfect, thanks! Added a keybind to trigger datablock transmission; much easier to iterate now 4: With the clarity of sleep, I do think loading from a save is the better option for what I was envisioning. Still interesting and good to know that it is feasible though.