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#!/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
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