Merge pull request #49 from IAmSilK/feature-arma3-optional-mods
Add optional mods environment variable to Arma 3 image
This commit is contained in:
@@ -20,7 +20,7 @@ RED='\033[0;31m'
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NC='\033[0m' # No Color
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NC='\033[0m' # No Color
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## === ENVIRONMENT VARS ===
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## === ENVIRONMENT VARS ===
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# STARTUP, STARTUP_PARAMS, STEAM_USER, STEAM_PASS, SERVER_BINARY, MOD_FILE, MODIFICATIONS, SERVERMODS, UPDATE_SERVER, CLEAR_CACHE, VALIDATE_SERVER, MODS_LOWERCASE, STEAMCMD_EXTRA_FLAGS, CDLC, STEAMCMD_APPID, HC_NUM, SERVER_PASSWORD, HC_HIDE, STEAMCMD_ATTEMPTS, BASIC_URL, DISABLE_MOD_UPDATES
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# STARTUP, STARTUP_PARAMS, STEAM_USER, STEAM_PASS, SERVER_BINARY, MOD_FILE, MODIFICATIONS, SERVERMODS, OPTIONALMODS, UPDATE_SERVER, CLEAR_CACHE, VALIDATE_SERVER, MODS_LOWERCASE, STEAMCMD_EXTRA_FLAGS, CDLC, STEAMCMD_APPID, HC_NUM, SERVER_PASSWORD, HC_HIDE, STEAMCMD_ATTEMPTS, BASIC_URL, DISABLE_MOD_UPDATES
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## === GLOBAL VARS ===
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## === GLOBAL VARS ===
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# validateServer, extraFlags, updateAttempt, modifiedStartup, allMods, CLIENT_MODS
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# validateServer, extraFlags, updateAttempt, modifiedStartup, allMods, CLIENT_MODS
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@@ -28,7 +28,7 @@ NC='\033[0m' # No Color
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## === DEFINE FUNCTIONS ===
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## === DEFINE FUNCTIONS ===
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#
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#
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# Runs SteamCMD with specified variables and performs error handling.
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# Runs SteamCMD with specified variables and performs error handling.
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function RunSteamCMD { #[Input: int server=0 mod=1; int id]
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function RunSteamCMD { #[Input: int server=0 mod=1 optional_mod=2; int id]
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# Clear previous SteamCMD log
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# Clear previous SteamCMD log
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if [[ -f "${STEAMCMD_LOG}" ]]; then
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if [[ -f "${STEAMCMD_LOG}" ]]; then
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rm -f "${STEAMCMD_LOG:?}"
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rm -f "${STEAMCMD_LOG:?}"
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@@ -110,7 +110,23 @@ function RunSteamCMD { #[Input: int server=0 mod=1; int id]
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ModsLowercase @$2
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ModsLowercase @$2
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# Move any .bikey's to the keys directory
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# Move any .bikey's to the keys directory
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echo -e "\tMoving any mod ${CYAN}.bikey${NC} files to the ${CYAN}~/keys/${NC} folder..."
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echo -e "\tMoving any mod ${CYAN}.bikey${NC} files to the ${CYAN}~/keys/${NC} folder..."
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if [[ $1 == 1 ]]; then
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find ./@$2 -name "*.bikey" -type f -exec cp {} ./keys \;
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find ./@$2 -name "*.bikey" -type f -exec cp {} ./keys \;
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else
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# Give optional mod keys a custom name which can be checked later for deleting unconfigured mods
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for file in $(find ./@$2 -name "*.bikey" -type f); do
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filename=$(basename ${file})
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cp $file ./keys/optional_$2_${filename}
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done;
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echo -e "\tMod with ID $2 is an optional mod. Deleting original mod download folder..."
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rm -r ./@$2
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# Recreate a directory so time-based detection of auto updates works correctly
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mkdir ./@$2_optional
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fi
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echo -e "${GREEN}[UPDATE]: Mod download/update successful!${NC}"
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echo -e "${GREEN}[UPDATE]: Mod download/update successful!${NC}"
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fi
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fi
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break
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break
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@@ -183,6 +199,11 @@ if [[ -n ${SERVERMODS} ]] && [[ ${SERVERMODS} != *\; ]]; then # Add server mods
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else
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else
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allMods=${SERVERMODS}
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allMods=${SERVERMODS}
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fi
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fi
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if [[ -n ${OPTIONALMODS} ]] && [[ ${OPTIONALMODS} != *\; ]]; then # Add specified optional mods to the mods list, while checking for trailing semicolon
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allMods+="${OPTIONALMODS};"
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else
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allMods+=${OPTIONALMODS}
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fi
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allMods+=$CLIENT_MODS # Add all client-side mods to the master mod list
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allMods+=$CLIENT_MODS # Add all client-side mods to the master mod list
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CLIENT_MODS=$(RemoveDuplicates ${CLIENT_MODS}) # Remove duplicate mods from CLIENT_MODS, if present
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CLIENT_MODS=$(RemoveDuplicates ${CLIENT_MODS}) # Remove duplicate mods from CLIENT_MODS, if present
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allMods=$(RemoveDuplicates ${allMods}) # Remove duplicate mods from allMods, if present
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allMods=$(RemoveDuplicates ${allMods}) # Remove duplicate mods from allMods, if present
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@@ -223,16 +244,28 @@ if [[ ${UPDATE_SERVER} == 1 ]]; then
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for modID in $(echo $allMods | sed -e 's/@//g')
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for modID in $(echo $allMods | sed -e 's/@//g')
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do
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do
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if [[ $modID =~ ^[0-9]+$ ]]; then # Only check mods that are in ID-form
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if [[ $modID =~ ^[0-9]+$ ]]; then # Only check mods that are in ID-form
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# If a mod is defined in OPTIONALMODS, and is not defined in CLIENT_MODS or SERVERMODS, then treat as an optional mod
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# Optional mods are given a different directory which is checked to see if a new update is available. This is to ensure
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# if an optional mod is switched to be a standard client-side mod, this script will redownload the mod
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if [[ "${OPTIONALMODS}" == *"@${modID};"* ]] && [[ "${CLIENT_MODS}" != *"@${modID};"* ]] && [[ "${SERVERMODS}" != *"@${modID};"* ]]; then
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modType=2
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modDir=@${modID}_optional
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else
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modType=1
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modDir=@${modID}
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fi
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# Get mod's latest update in epoch time from its Steam Workshop changelog page
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# Get mod's latest update in epoch time from its Steam Workshop changelog page
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latestUpdate=$(curl -sL https://steamcommunity.com/sharedfiles/filedetails/changelog/$modID | grep '<p id=' | head -1 | cut -d'"' -f2)
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latestUpdate=$(curl -sL https://steamcommunity.com/sharedfiles/filedetails/changelog/$modID | grep '<p id=' | head -1 | cut -d'"' -f2)
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# If the update time is valid and newer than the local directory's creation date, or the mod hasn't been downloaded yet, download the mod
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# If the update time is valid and newer than the local directory's creation date, or the mod hasn't been downloaded yet, download the mod
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if [[ ! -d @$modID ]] || [[ ( -n $latestUpdate ) && ( $latestUpdate =~ ^[0-9]+$ ) && ( $latestUpdate > $(find @$modID | head -1 | xargs stat -c%Y) ) ]]; then
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if [[ ! -d $modDir ]] || [[ ( -n $latestUpdate ) && ( $latestUpdate =~ ^[0-9]+$ ) && ( $latestUpdate > $(find $modDir | head -1 | xargs stat -c%Y) ) ]]; then
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# Get the mod's name from the Workshop page as well
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# Get the mod's name from the Workshop page as well
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modName=$(curl -sL https://steamcommunity.com/sharedfiles/filedetails/changelog/$modID | grep 'workshopItemTitle' | cut -d'>' -f2 | cut -d'<' -f1)
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modName=$(curl -sL https://steamcommunity.com/sharedfiles/filedetails/changelog/$modID | grep 'workshopItemTitle' | cut -d'>' -f2 | cut -d'<' -f1)
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if [[ -z $modName ]]; then # Set default name if unavailable
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if [[ -z $modName ]]; then # Set default name if unavailable
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modName="[NAME UNAVAILABLE]"
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modName="[NAME UNAVAILABLE]"
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fi
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fi
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if [[ ! -d @$modID ]]; then
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if [[ ! -d $modDir ]]; then
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echo -e "\n${GREEN}[UPDATE]:${NC} Downloading new Mod: \"${CYAN}${modName}${NC}\" (${CYAN}${modID}${NC})"
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echo -e "\n${GREEN}[UPDATE]:${NC} Downloading new Mod: \"${CYAN}${modName}${NC}\" (${CYAN}${modID}${NC})"
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else
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else
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echo -e "\n${GREEN}[UPDATE]:${NC} Mod update found for: \"${CYAN}${modName}${NC}\" (${CYAN}${modID}${NC})"
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echo -e "\n${GREEN}[UPDATE]:${NC} Mod update found for: \"${CYAN}${modName}${NC}\" (${CYAN}${modID}${NC})"
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@@ -241,10 +274,38 @@ if [[ ${UPDATE_SERVER} == 1 ]]; then
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echo -e "\tMod was last updated: ${CYAN}$(date -d @${latestUpdate})${NC}"
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echo -e "\tMod was last updated: ${CYAN}$(date -d @${latestUpdate})${NC}"
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fi
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fi
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echo -e "\tAttempting mod update/download via SteamCMD...\n"
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echo -e "\tAttempting mod update/download via SteamCMD...\n"
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RunSteamCMD 1 $modID
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RunSteamCMD $modType $modID
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fi
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fi
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fi
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fi
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done
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done
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# Check over key files for unconfigured optional mods' .bikey files
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for keyFile in $(find ./keys -name "*.bikey" -type f); do
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keyFileName=$(basename ${keyFile})
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# If the key file is using the optional mod file name
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if [[ "${keyFileName}" == "optional_"* ]]; then
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modID=$(echo "${keyFileName}" | cut -d _ -f 2)
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# If mod is not in optional mods, delete it
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# If a mod is configured in CLIENT_MODS or SERVERMODS, we should still delete this file
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# as a new file will have been copied that does not follow the naming scheme
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if [[ "${OPTIONALMODS}" != *"@${modID};"* ]]; then
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# We only need to let the user know the key file is being deleted if this mod is no longer configured at all.
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# If CLIENT_MODS contains the mod ID, we'd just confuse the user by telling them we are deleting the optional .bikey file
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if [[ "${CLIENT_MODS}" != *"@${modID};"* ]]; then
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echo -e "\tKey file and directory for unconfigured optional mod ${CYAN}${modID}${NC} is being deleted..."
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fi
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# Delete the optional mod .bikey file and directory
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rm ${keyFile}
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rmdir ./@${modID}_optional 2> /dev/null
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fi
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fi
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done;
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echo -e "${GREEN}[UPDATE]:${NC} Steam Workshop mod update check ${GREEN}complete${NC}!"
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echo -e "${GREEN}[UPDATE]:${NC} Steam Workshop mod update check ${GREEN}complete${NC}!"
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fi
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fi
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fi
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fi
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