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Added a "ModifiesAddedAssets" variable to IModCustomHandler #307

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@Mophead01 Mophead01 commented Sep 4, 2023

Allows custom handlers to apply (and therefore merge) duplicated assets. The use case being in SWBF2 it is possible to create new subworlds which need mergable network registries in order for players synchronise correctly in MP servers. This functionality is completely disabled for all of the base Frosty plugins (besides the Gameplay Merger which I have specifically set it up for) so you don't need to worry about it breaking those plugins. Feel free to find a flaw in my code, this implementation is as simple as I could make it and I have tested it in both FMM and FE.

…ows custom handlers to apply (and therefore merge) duplicated assets. The use case being in SWBF2 it is possible to create new subworlds which need mergable network registries in order for players syncronise correctly in MP servers. This functionality is completely disabled for all of the base Frosty plugins (besides the Gameplay Merger which I have specifically set it up for) so you don't need to worry about it breaking those plugins. Feel free to find a flaw in my code, this implementation is as simple as I could make it and I have tested it in both FMM and FE.
@wannkunstbeikor
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I dont think changing an interface which is implemented by plugins is a good idea

@wannkunstbeikor
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also this is missing a lot of stuff for it to properly work with how handlers should be implemented, so if any other thirdparty plugin would want to merge added assets all the assetmanager function will not work properly

@wannkunstbeikor
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like even in the modexecutor its only setup for ebx not res or chunks, so yeah i dont think this will work for 1.0.6.3, i dont want to add any more hacky stuff into it, especially since this will only have a very limited use

@Mophead01
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Well then you should remove the gameplay merger from FMM because that’s an even bigger hack than this and will be designed around this in future updates.

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