mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-08-12 20:22:37 -04:00
bump lus (#6966)
This commit is contained in:
@@ -263,17 +263,17 @@ static void TimeDisplayInitTimers() {
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void TimeDisplayWindow::InitElement() {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("GAMEPLAY_TIMER", gClockIconTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("GAMEPLAY_TIMER", gClockIconTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("DAY_TIME_TIMER", gSunIconTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("DAY_TIME_TIMER", gSunIconTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("NIGHT_TIME_TIMER", gMoonIconTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("NIGHT_TIME_TIMER", gMoonIconTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("NAVI_TIMER", gNaviIconTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("NAVI_TIMER", gNaviIconTex, "", ImVec4(1, 1, 1, 1));
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for (auto& load : digitList) {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(load.first.c_str(), load.second, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture(load.first.c_str(), load.second, "", ImVec4(1, 1, 1, 1));
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}
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TimeDisplayInitSettings();
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@@ -1989,5 +1989,5 @@ void SaveEditorWindow::DrawElement() {
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void SaveEditorWindow::InitElement() {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("ROCS_FEATHER", gRocsFeatherTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("ROCS_FEATHER", gRocsFeatherTex, "", ImVec4(1, 1, 1, 1));
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}
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@@ -1187,27 +1187,27 @@ void PlandomizerWindow::DrawElement() {
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void PlandomizerWindow::InitElement() {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("ITEM_RUPEE_GRAYSCALE", gRupeeCounterIconTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("ITEM_RUPEE_GRAYSCALE", gRupeeCounterIconTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("ITEM_HEART_GRAYSCALE", gHeartFullTex, ImVec4(0.87f, 0.10f, 0.10f, 1));
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->LoadGuiTexture("ITEM_HEART_GRAYSCALE", gHeartFullTex, "", ImVec4(0.87f, 0.10f, 0.10f, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("ITEM_SEEDS", gItemIconDekuSeedsTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("ITEM_SEEDS", gItemIconDekuSeedsTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("ITEM_ARROWS_SMALL", gDropArrows1Tex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("ITEM_ARROWS_SMALL", gDropArrows1Tex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("ITEM_ARROWS_MEDIUM", gDropArrows2Tex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("ITEM_ARROWS_MEDIUM", gDropArrows2Tex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("ITEM_ARROWS_LARGE", gDropArrows3Tex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("ITEM_ARROWS_LARGE", gDropArrows3Tex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("ITEM_ICE_TRAP", gMagicArrowEquipEffectTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("ITEM_ICE_TRAP", gMagicArrowEquipEffectTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("HASH_ARROW_UP", gEmptyCDownArrowTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("HASH_ARROW_UP", gEmptyCDownArrowTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("HASH_ARROW_DWN", gEmptyCDownArrowTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("HASH_ARROW_DWN", gEmptyCDownArrowTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("BOSS_SOUL", gBossSoulTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("BOSS_SOUL", gBossSoulTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("TRIFORCE_PIECE", gTriforcePieceTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("TRIFORCE_PIECE", gTriforcePieceTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("TRIFORCE", gTriforcePieceTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("TRIFORCE", gTriforcePieceTex, "", ImVec4(1, 1, 1, 1));
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}
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@@ -984,9 +984,9 @@ void TimeSplitWindow::InitElement() {
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TimeSplitsUpdateWindowSize();
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("SPECIAL_TRIFORCE_PIECE_WHITE", gWTriforcePieceTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("SPECIAL_TRIFORCE_PIECE_WHITE", gWTriforcePieceTex, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture("SPECIAL_SPLIT_ENTRANCE", gSplitEntranceTex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture("SPECIAL_SPLIT_ENTRANCE", gSplitEntranceTex, "", ImVec4(1, 1, 1, 1));
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Color_RGBA8 defaultColour = { 0, 0, 0, 255 };
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windowColor = VecFromRGBA8(CVarGetColor(CVAR_ENHANCEMENT("TimeSplits.WindowColor.Value"), defaultColour));
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@@ -223,9 +223,9 @@ const char* GetTextureForItemId(uint32_t itemId) {
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void RegisterImGuiItemIcons() {
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for (const auto& entry : itemMapping) {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, "", ImVec4(1, 1, 1, 0.3f));
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}
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for (const auto& entry : gregMapping) {
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@@ -233,52 +233,52 @@ void RegisterImGuiItemIcons() {
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ImVec4 gregFadedGreen = gregGreen;
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gregFadedGreen.w = 0.3f;
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, gregGreen);
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, "", gregGreen);
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, gregFadedGreen);
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, "", gregFadedGreen);
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}
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for (const auto& entry : customItemsMapping) {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, "", ImVec4(1, 1, 1, 0.3f));
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}
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for (const auto& entry : jabbernutMapping) {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, "", ImVec4(1, 1, 1, 0.3f));
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}
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for (const auto& entry : questMapping) {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture(entry.second.name, entry.second.texturePath, "", ImVec4(1, 1, 1, 1));
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
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->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, "", ImVec4(1, 1, 1, 0.3f));
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}
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for (const auto& [quest, entry] : songMapping) {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
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->LoadGuiTexture(entry.name, gSongNoteTex, "", entry.color);
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ImVec4 fadedCol = entry.color;
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fadedCol.w = 0.3f;
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
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->LoadGuiTexture(entry.nameFaded, gSongNoteTex, "", fadedCol);
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}
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for (const auto& entry : vanillaSongMapping) {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
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->LoadGuiTexture(entry.name, gSongNoteTex, "", entry.color);
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ImVec4 fadedCol = entry.color;
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fadedCol.w = 0.3f;
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
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->LoadGuiTexture(entry.nameFaded, gSongNoteTex, "", fadedCol);
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}
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for (const auto& entry : gSeedTextures) {
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std::dynamic_pointer_cast<Fast::Fast3dGui>(Ship::Context::GetRawInstance()->GetWindow()->GetGui())
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->LoadGuiTexture(entry.tex, entry.tex, ImVec4(1, 1, 1, 1));
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->LoadGuiTexture(entry.tex, entry.tex, "", ImVec4(1, 1, 1, 1));
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}
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}
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