why does this work
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@@ -139,7 +139,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
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loadBegin.addStatement("io.anuke.arc.Core.assets.load("+filename +", "+rtype+".class).loaded = a -> " + name + " = ("+rtype+")a", filepath, filepath.replace(".ogg", ".mp3"));
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loadBegin.addStatement("io.anuke.arc.Core.assets.load("+filename +", "+rtype+".class).loaded = a -> " + name + " = ("+rtype+")a", filepath, filepath.replace(".ogg", ".mp3"));
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dispose.addStatement(name + ".dispose()");
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dispose.addStatement("io.anuke.arc.Core.assets.unload(" + filename + ")");
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dispose.addStatement(name + " = null");
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dispose.addStatement(name + " = null");
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type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), name, Modifier.STATIC, Modifier.PUBLIC).initializer("new io.anuke.arc.audio.mock.Mock" + rtype.substring(rtype.lastIndexOf(".") + 1)+ "()").build());
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type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), name, Modifier.STATIC, Modifier.PUBLIC).initializer("new io.anuke.arc.audio.mock.Mock" + rtype.substring(rtype.lastIndexOf(".") + 1)+ "()").build());
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});
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});
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@@ -75,6 +75,7 @@ mod.disabled = [scarlet]Disabled
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mod.disable = Disable
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mod.disable = Disable
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mod.enable = Enable
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mod.enable = Enable
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mod.requiresrestart = The game will now close to apply the mod changes.
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mod.requiresrestart = The game will now close to apply the mod changes.
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mod.reloadrequired = [scarlet]Reload Required
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mod.import = Import Mod
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mod.import = Import Mod
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mod.remove.confirm = This mod will be deleted.
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mod.remove.confirm = This mod will be deleted.
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mod.author = [LIGHT_GRAY]Author:[] {0}
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mod.author = [LIGHT_GRAY]Author:[] {0}
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@@ -221,18 +221,26 @@ public class Mods implements Loadable{
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}
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}
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}
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}
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/** Reloads all mod content.*/
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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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public void reloadContent(){
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//epic memory leak
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//epic memory leak
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Core.atlas = new TextureAtlas(Core.files.internal("sprites/sprites.atlas"));
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Core.atlas = new TextureAtlas(Core.files.internal("sprites/sprites.atlas"));
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Tex.load();
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Tex.load();
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Tex.loadStyles();
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Tex.loadStyles();
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Styles.load();
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Styles.load();
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loaded.clear();
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disabled.clear();
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load();
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buildFiles();
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Musics.dispose();
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Sounds.dispose();
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Musics.load();
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Sounds.load();
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Core.assets.finishLoading();
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content.clear();
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content.clear();
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content.createContent();
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content.createContent();
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loadAsync();
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loadAsync();
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loadSync();
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loadSync();
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buildFiles();
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content.init();
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content.init();
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content.load();
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content.load();
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content.loadColors();
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content.loadColors();
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@@ -2,6 +2,7 @@ package io.anuke.mindustry.ui.dialogs;
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import io.anuke.arc.*;
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import io.anuke.arc.*;
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import io.anuke.arc.collection.*;
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import io.anuke.arc.collection.*;
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import io.anuke.arc.util.*;
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import io.anuke.mindustry.gen.*;
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import io.anuke.mindustry.gen.*;
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import io.anuke.mindustry.graphics.*;
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import io.anuke.mindustry.graphics.*;
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import io.anuke.mindustry.mod.Mods.*;
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import io.anuke.mindustry.mod.Mods.*;
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@@ -36,6 +37,8 @@ public class ModsDialog extends FloatingDialog{
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void setup(){
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void setup(){
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cont.clear();
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cont.clear();
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cont.defaults().width(520f).pad(4);
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cont.defaults().width(520f).pad(4);
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cont.add("$mod.reloadrequired").visible(mods::requiresReload).center().get().setAlignment(Align.center);
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cont.row();
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if(!(mods.all().isEmpty() && mods.disabled().isEmpty())){
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if(!(mods.all().isEmpty() && mods.disabled().isEmpty())){
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cont.pane(table -> {
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cont.pane(table -> {
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table.margin(10f).top();
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table.margin(10f).top();
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