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XFEExtension.SpaceEngineers.ScriptingHelper.slnx
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XFEExtension.SpaceEngineers.ScriptingHelper/IProgramBase.cs
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XFEExtension.SpaceEngineers.ScriptingHelper/Program.cs
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XFEExtension.SpaceEngineers.ScriptingHelper/Properties/AssemblyInfo.cs
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XFEExtension.SpaceEngineers.ScriptingHelper/XFEExtension.SpaceEngineers.ScriptingHelper.csproj
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XFEstudio/XFEExtension.SpaceEngineers.ScriptingHelper
添加项目文件。
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代码差异
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<Solution>
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<Project Path="XFEExtension.SpaceEngineers.ScriptingHelper/XFEExtension.SpaceEngineers.ScriptingHelper.csproj" Id="0c9900d5-e55c-4b5c-b4ed-68acdefb44ae" />
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</Solution>
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using Sandbox.ModAPI;
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using Sandbox.ModAPI.Ingame;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace XFEExtension.SpaceEngineers.ScriptingHelper;
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/// <summary>
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/// Provides a base class for programmable scripts in a grid-based environment, enabling custom logic execution in
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/// response to system events.
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/// </summary>
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/// <remarks>Inherit from ProgramBase to implement script behavior for grid systems. Override the Main method to
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/// define how your script responds to arguments and update events. This class is intended for use in environments where
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/// scripts are triggered by various update sources, such as timers or user actions.</remarks>
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public abstract class ProgramBase : MyGridProgram
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{
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/// <summary>
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/// Executes the main entry point for the program, processing the specified argument based on the provided update
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/// source.
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/// </summary>
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/// <param name="argument">The input string to be processed. Cannot be null; represents the command or data to handle.</param>
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/// <param name="updateSource">The source of the update triggering the execution. Determines how the argument is interpreted and processed.</param>
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public abstract void Main(string argument, UpdateType updateSource);
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}
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using Sandbox.ModAPI.Ingame;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace XFEExtension.SpaceEngineers.ScriptingHelper;
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public class Program : ProgramBase
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{
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public override void Main(string argument, UpdateType updateSource)
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{
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}
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}
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// 有关程序集的一般信息由以下
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// 控制。更改这些特性值可修改
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// 与程序集关联的信息。
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[assembly: AssemblyTitle("XFEExtension.SpaceEngineers.ScriptingHelper")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("XFEExtension.SpaceEngineers.ScriptingHelper")]
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[assembly: AssemblyCopyright("Copyright © 2026")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// 将 ComVisible 设置为 false 会使此程序集中的类型
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//对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型
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//请将此类型的 ComVisible 特性设置为 true。
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[assembly: ComVisible(false)]
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// 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
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[assembly: Guid("0c9900d5-e55c-4b5c-b4ed-68acdefb44ae")]
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// 程序集的版本信息由下列四个值组成:
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//
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// 主版本
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// 次版本
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// 生成号
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// 修订号
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//
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{0C9900D5-E55C-4B5C-B4ED-68ACDEFB44AE}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>XFEExtension.SpaceEngineers.ScriptingHelper</RootNamespace>
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<AssemblyName>XFEExtension.SpaceEngineers.ScriptingHelper</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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<LangVersion>13.0</LangVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<DocumentationFile>bin\Debug\XFEExtension.SpaceEngineers.ScriptingHelper.xml</DocumentationFile>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Sandbox.Common">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\Sandbox.Common.dll</HintPath>
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</Reference>
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<Reference Include="Sandbox.Game">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\Sandbox.Game.dll</HintPath>
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</Reference>
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<Reference Include="Sandbox.Graphics">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\Sandbox.Graphics.dll</HintPath>
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</Reference>
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<Reference Include="SpaceEngineers.Game">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\SpaceEngineers.Game.dll</HintPath>
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</Reference>
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<Reference Include="SpaceEngineers.ObjectBuilders">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\SpaceEngineers.ObjectBuilders.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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<Reference Include="VRage">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Audio">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Audio.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Game">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Game.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Input">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Input.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Library">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Library.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Math">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Math.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Render">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Render.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Render11">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Render11.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Scripting">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Scripting.dll</HintPath>
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</Reference>
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<Reference Include="VRage.Steam">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.Steam.dll</HintPath>
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</Reference>
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<Reference Include="VRage.UserInterface">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.UserInterface.dll</HintPath>
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</Reference>
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<Reference Include="VRage.XmlSerializers">
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<HintPath>D:\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\VRage.XmlSerializers.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="IProgramBase.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>