#!/bin/bash # MonoKickstart Shell Script # Written by Ethan "flibitijibibo" Lee # Modified for StardewModdingAPI by Viz # Move to script's directory cd "`dirname "$0"`" # Get the system architecture UNAME=`uname` ARCH=`uname -m` # MonoKickstart picks the right libfolder, so just execute the right binary. if [ "$UNAME" == "Darwin" ]; then # ... Except on OSX. export DYLD_LIBRARY_PATH=$DYLD_LIBRARY_PATH:./osx/ # El Capitan is a total idiot and wipes this variable out, making the # Steam overlay disappear. This sidesteps "System Integrity Protection" # and resets the variable with Valve's own variable (they provided this # fix by the way, thanks Valve!). Note that you will need to update your # launch configuration to the script location, NOT just the app location # (i.e. Kick.app/Contents/MacOS/Kick, not just Kick.app). # -flibit if [ "$STEAM_DYLD_INSERT_LIBRARIES" != "" ] && [ "$DYLD_INSERT_LIBRARIES" == "" ]; then export DYLD_INSERT_LIBRARIES="$STEAM_DYLD_INSERT_LIBRARIES" fi ln -sf mcs.bin.osx mcs cp StardewValley.bin.osx StardewModdingAPI.bin.osx ./StardewModdingAPI.bin.osx $@ else if [ "$ARCH" == "x86_64" ]; then ln -sf mcs.bin.x86_64 mcs cp StardewValley.bin.x86_64 StardewModdingAPI.bin.x86_64 ./StardewModdingAPI.bin.x86_64 $@ else ln -sf mcs.bin.x86 mcs cp StardewValley.bin.x86 StardewModdingAPI.bin.x86 ./StardewModdingAPI.bin.x86 $@ fi fi