Removed reload, forced mandatory mod restart
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@@ -45,7 +45,6 @@ public class Mods implements Loadable{
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public Mods(){
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Events.on(ClientLoadEvent.class, e -> Core.app.post(this::checkWarnings));
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Events.on(ContentReloadEvent.class, e -> Core.app.post(this::checkWarnings));
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}
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/** Returns a file named 'config.json' in a special folder for the specified plugin.
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@@ -423,42 +422,6 @@ public class Mods implements Loadable{
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return mods.contains(LoadedMod::hasContentErrors) || (scripts != null && scripts.hasErrored());
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}
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/** Reloads all mod content. How does this even work? I refuse to believe that it functions correctly.*/
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public void reloadContent(){
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//epic memory leak
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//TODO make it less epic
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Core.atlas = new TextureAtlas(Core.files.internal("sprites/sprites.atlas"));
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createdAtlas = true;
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mods.each(LoadedMod::dispose);
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mods.clear();
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Core.bundle = I18NBundle.createBundle(Core.files.internal("bundles/bundle"), Core.bundle.getLocale());
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load();
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Sounds.dispose();
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Sounds.load();
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Core.assets.finishLoading();
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if(scripts != null){
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scripts.dispose();
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scripts = null;
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}
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content.clear();
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content.createBaseContent();
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content.loadColors();
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loadScripts();
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content.createModContent();
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loadAsync();
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loadSync();
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content.init();
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content.load();
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content.loadColors();
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Core.atlas.getTextures().each(t -> t.setFilter(Core.settings.getBool("linear") ? TextureFilter.linear : TextureFilter.nearest));
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requiresReload = false;
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loadIcons();
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Events.fire(new ContentReloadEvent());
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}
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/** This must be run on the main thread! */
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public void loadScripts(){
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Time.mark();
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