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v1.0.1: rename the plugin to AgenticalMods-Continue
The DLL, project, PDB and generated config are now AgenticalMods-Continue.*, matching the organisation name. No behaviour change: rebuilt, leak-checked and re-verified in game — first menu, 7 entries, both separators at the same positions as v1.0.0, no refusals. Because the file name changed, an upgrade that only copies the new DLL leaves both versions installed and both patch the same menu. README and CHANGELOG tell players to delete AM-Continue.dll; the old config\AM-Continue.ini is inert once its DLL is gone.
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‎BUILD.md‎

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## Layout
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`src\AM-Continue.vcxproj` references the SDK **by relative path** and expects it two levels up:
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`src\AgenticalMods-Continue.vcxproj` references the SDK **by relative path** and expects it two levels up:
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```
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<parent>\
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StarRupture-Plugin-SDK\
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<this repo>\src\AM-Continue.vcxproj
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<this repo>\src\AgenticalMods-Continue.vcxproj
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```
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Override with `/p:SdkDir=<path-to-sdk>\` if your layout differs.
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## Build
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```
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msbuild src\AM-Continue.vcxproj /t:Rebuild /p:Configuration="Client Release" /p:Platform=x64
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msbuild src\AgenticalMods-Continue.vcxproj /t:Rebuild /p:Configuration="Client Release" /p:Platform=x64
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```
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Use `/t:Rebuild`. An incremental build may not recompile the translation unit carrying `PluginInfo` when only the
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SDK header changed, leaving a stale `interfaceVersion` in the binary.
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Output: `src\bin\Client Release\AM-Continue.dll`.
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Output: `src\bin\Client Release\AgenticalMods-Continue.dll`.
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## Notes
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- **`Client Release` sets `WarningLevel=TurnOffAllWarnings`**, so a clean Release build says nothing about warnings.
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Build `Client Debug` for the real signal. Expect warnings only from the SDK's own generated headers
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(`C4309`/`C4369` in `CoreUObject_structs.hpp` / `Engine_structs.hpp`); anything naming a file under `src\` is new.
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- Every `<Link>` block sets `/PDBALTPATH:%_PDB%` so the absolute build path is not embedded in the DLL. **Do not
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remove it.** Verify with `grep -acF ':\' AM-Continue.dll` — expect `0`.
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remove it.** Verify with `grep -acF ':\' AgenticalMods-Continue.dll` — expect `0`.
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- Two addresses are build-specific and live in the `.ini`, not the source: `ClickGateOffset` and
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`NativeConstructRva`. After a game update they can be re-resolved from the shipped PDB without rebuilding.

‎CHANGELOG.md‎

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# Changelog
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## v1.0.1 — 2026-08-01
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Renamed the plugin from `AM-Continue` to `AgenticalMods-Continue`, matching the organisation name. No behaviour
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change.
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> ### ⚠ Upgrading from v1.0.0 — delete the old DLL
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> The file name changed, so a plain copy leaves **both** versions installed and both patch the same menu.
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> Delete `AM-Continue.dll` from `StarRupture\Binaries\Win64\ModLoader\Plugins\` before or after copying the new
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> one. The old `config\AM-Continue.ini` is inert once its DLL is gone and can be deleted too; settings are not
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> carried over, but the defaults work out of the box.
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## v1.0.0 — 2026-08-01
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First release.

‎README.md‎

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## Configuration
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Written on first launch to `StarRupture\Binaries\Win64\ModLoader\Plugins\config\AM-Continue.ini`. It works out of
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Written on first launch to `StarRupture\Binaries\Win64\ModLoader\Plugins\config\AgenticalMods-Continue.ini`. It works out of
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the box; there is nothing you need to set.
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Two settings are meant to be changed:
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1. Install the ModLoader if you have not already.
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2. In Steam, right-click StarRupture → **Manage → Browse local files**.
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3. Copy `install\ModLoader-Plugins\AM-Continue.dll` into `StarRupture\Binaries\Win64\ModLoader\Plugins\`.
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3. Copy `install\ModLoader-Plugins\AgenticalMods-Continue.dll` into `StarRupture\Binaries\Win64\ModLoader\Plugins\`.
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4. Launch the game. With at least one save on disk, **CONTINUE** appears at the top of the main menu, already
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focused.
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> [!NOTE]
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> Download the release archive from the [Releases](../../releases) page.
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> [!IMPORTANT]
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> **Upgrading from v1.0.0?** The plugin was called `AM-Continue.dll` then. Delete that file from the same folder —
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> leaving both installed means two copies of the mod patching the same menu.
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## Uninstall
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Delete `AM-Continue.dll` from `StarRupture\Binaries\Win64\ModLoader\Plugins\`. To keep the file but turn the mod
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Delete `AgenticalMods-Continue.dll` from `StarRupture\Binaries\Win64\ModLoader\Plugins\`. To keep the file but turn the mod
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off, set `Enabled=0` in its `.ini`; the menu then renders exactly vanilla.
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`config\AM-Continue.ini` is left behind. It is inert without the DLL and can be deleted. **No save is ever written,
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`config\AgenticalMods-Continue.ini` is left behind. It is inert without the DLL and can be deleted. **No save is ever written,
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moved or modified**, so uninstalling cannot affect your saves.
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## Troubleshooting
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| Problem | Solution |
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|---|---|
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| CONTINUE does not appear | You need at least one save. Otherwise check `ModLoader\Logs\ModLoader.log` for `Plugin initialized: AM-Continue`, then for the line naming which save was found. |
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| CONTINUE does not appear | You need at least one save. Otherwise check `ModLoader\Logs\ModLoader.log` for `Plugin initialized: AgenticalMods-Continue`, then for the line naming which save was found. |
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| *"Update The Mod Loader"* | The loader is older than v1.16.0. Update it. |
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| It loads a save you did not expect | It loads the newest by **file timestamp**, across all worlds, including autosaves. Copying save files between machines rewrites those timestamps. |
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| Stopped working after a game update | Expected, and harmless: the menu goes back to vanilla rather than crashing or half-drawing. A fix needs new `[Menu]` values, which are worked out from the updated game executable — watch for an updated release, or open an issue with your `ModLoader.log` attached. |
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| Configuration | Platform | Output |
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|---|---|---|
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| `Client Release` | `x64` | `src\bin\Client Release\AM-Continue.dll` — the shipping binary |
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| `Client Release` | `x64` | `src\bin\Client Release\AgenticalMods-Continue.dll` — the shipping binary |
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| `Client Debug` | `x64` | Same, with warnings enabled. Not shipped: debug binaries embed toolchain paths. |
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## Compatibility

‎README.txt‎

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<?xml version="1.0" encoding="utf-8"?>
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<!--
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AM-Continue plugin. Client build only.
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AgenticalMods-Continue plugin. Client build only.
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Self-contained: the AlienX Plugin SDK is referenced by relative path, so this
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project does not need to sit inside the SDK solution. Toolset v145 (VS2026);
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/PDBALTPATH:%_PDB% embeds the PDB file name instead of the absolute build
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path. Required in every configuration: MSVC otherwise writes the full local
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path into the DLL's CodeView record, including in Release. The upstream SDK
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sets no such flag. Verify with `grep -acF ':\' AM-Continue.dll` (expect 0).
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sets no such flag. Verify with `grep -acF ':\' AgenticalMods-Continue.dll` (expect 0).
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Build:
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msbuild src\AM-Continue.vcxproj /t:Rebuild /p:Configuration="Client Release" /p:Platform=x64
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msbuild src\AgenticalMods-Continue.vcxproj /t:Rebuild /p:Configuration="Client Release" /p:Platform=x64
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Use /t:Rebuild. An incremental build may not recompile the translation unit
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carrying PluginInfo when only the SDK header changed, leaving a stale
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<PropertyGroup>
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<OutDir>$(ProjectDir)bin\$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)obj\$(Configuration)\</IntDir>
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<TargetName>AM-Continue</TargetName>
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<TargetName>AgenticalMods-Continue</TargetName>
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<TargetExt>.dll</TargetExt>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)'=='Client Debug'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>_DEBUG;MODLOADER_CLIENT_BUILD;CONTINUE_EXPORTS;MODLOADER_BUILD_TAG="1.0.0";_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_DEBUG;MODLOADER_CLIENT_BUILD;CONTINUE_EXPORTS;MODLOADER_BUILD_TAG="1.0.1";_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<LanguageStandard>stdcpp20</LanguageStandard>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NDEBUG;MODLOADER_CLIENT_BUILD;CONTINUE_EXPORTS;MODLOADER_BUILD_TAG="1.0.0";_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NDEBUG;MODLOADER_CLIENT_BUILD;CONTINUE_EXPORTS;MODLOADER_BUILD_TAG="1.0.1";_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<LanguageStandard>stdcpp20</LanguageStandard>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>

‎src/plugin.cpp‎

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// AM-Continue: adds a CONTINUE entry to the main menu that loads the most
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// AgenticalMods-Continue: adds a CONTINUE entry to the main menu that loads the most
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// recent save through the game's existing load routine.
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//
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// The game ships this feature already built but disabled: LeftButtons[0] is
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#endif
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static PluginInfo s_pluginInfo = {
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"AM-Continue",
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"AgenticalMods-Continue",
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MODLOADER_BUILD_TAG,
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"AgenticalMods",
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"Adds a CONTINUE entry to the main menu that loads the most recent save.",
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{
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g_self = self;
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LOG_INFO("AM-Continue initializing (build %s, interface v%d).",
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LOG_INFO("AgenticalMods-Continue initializing (build %s, interface v%d).",
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s_pluginInfo.version, s_pluginInfo.interfaceVersion);
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ContinueConfig::Config::Initialize(self);
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// CONTINUE appear on the FIRST menu rather than only after a rebuild.
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ConstructHook::Install();
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LOG_INFO("AM-Continue initialized. Watching for the main menu; "
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LOG_INFO("AgenticalMods-Continue initialized. Watching for the main menu; "
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"click gate offset +0x%X.", ContinueConfig::Config::GetClickGateOffset());
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}
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ConstructHook::Remove();
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LOG_INFO("AM-Continue shutting down.");
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LOG_INFO("AgenticalMods-Continue shutting down.");
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g_self = nullptr;
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}
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