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//If you want to make a hard dependency mod that won't work by itself with Clicker Class, in your build.txt, add
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// modReference = ClickerClass
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//If you want to make a soft dependency mod that will work by itself, but will have additional content with Clicker Class, concider doing the following for added content (items, projectiles etc)
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// - Override the Autoload hook, and return true/false depending on if 'ClickerCompat.ClickerClass' is null
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// That will make that content not load if Clicker Class isn't loaded
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// You can still use the other calls just fine but they won't do anything (i.e. 'IsClickerWeapon' will always return false since Clicker Class isn't loaded)
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// - in your build.txt, add
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// loadAfter = ClickerClass
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// That will make sure your mod loads after it, making your logic always follow after Clicker Class, preventing potential value mismatches
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