game fixes
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@@ -4,7 +4,7 @@ using System.Collections.Generic;
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using UnityEngine;
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// Token: 0x02000121 RID: 289
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public class OptionSettingsWindow : OptionBaseWindow
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public class OptionSettingsWindow : BaseWindow
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{
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private Dictionary<string,int> dict = null;
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@@ -160,10 +160,10 @@ public class OptionSettingsWindow : OptionBaseWindow
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}
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// Token: 0x060007C2 RID: 1986 RVA: 0x000213FC File Offset: 0x0001F5FC
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protected override OptionBaseWindow.OptionType GetOptionType()
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/*protected override OptionBaseWindow.OptionType GetOptionType()
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{
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return OptionBaseWindow.OptionType.Text;
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}
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}*/
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// Token: 0x060007C3 RID: 1987 RVA: 0x00021400 File Offset: 0x0001F600
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protected sealed override string[] newSceneTextureNameArray()
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@@ -447,34 +447,6 @@ public class OptionSettingsWindow : OptionBaseWindow
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return -1;
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}
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async void RebootGame()
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{
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GameObject debugObj = GameObject.Find("DebugScene");
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UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(debugObj, UnityEngine.SceneManagement.SceneManager.GetActiveScene());
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UnityEngine.AsyncOperation asyncOperation = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("EMPTY", UnityEngine.SceneManagement.LoadSceneMode.Single);
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while (asyncOperation.progress < .9f)
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{
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UnityEngine.Debug.Log("waiting");
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}
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asyncOperation.allowSceneActivation = true;
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UnloadAllScenesExcept("EMPTY");
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}
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void UnloadAllScenesExcept(string sceneName)
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{
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int c = UnityEngine.SceneManagement.SceneManager.sceneCount;
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for (int i = 0; i < c; i++)
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{
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UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetSceneAt(i);
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print(scene.name);
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if (scene.name != sceneName)
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{
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UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(scene);
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}
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}
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}
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// Token: 0x040006CF RID: 1743
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private readonly int wndz;
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@@ -45,14 +45,15 @@ namespace Qoo.Game
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}
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KsInput.Enable = false;
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KsInput.Clear();
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/*bool flag = KsExec.ExecPay(Param, Value, count);
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/*bool flag = KsExec.ExecPay(Param, Value, count);
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if (flag)
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{
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KsInput.Enable = true;
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}
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return flag;*/
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//should disable all payment checks
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return true;
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//should disable all payment checks
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KsInput.Enable = true;
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return true;
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}
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}
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else
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