mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-06-03 10:01:08 -04:00
Merge branch 'main' of https://github.com/TwilitRealm/dusk into randomizer
This commit is contained in:
@@ -3,6 +3,10 @@
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- ### **[Official Website](https://twilitrealm.dev)**
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- ### **[Discord](https://discord.gg/QACynxeyna)**
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# Overview
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Dusk is a reverse-engineered reimplementation of Twilight Princess.
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It aims to be as accurate as possible to the original while also providing new options, enhancements, and tools to customize your experience.
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# Setup
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**⚠️ Dusk does NOT provide any copyrighted assets. You must provide your own copy of the game.**
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@@ -27,5 +31,7 @@ First make sure your dump of the game is clean and supported by Dusk. You can do
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# Building
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If you'd like to build Dusk from source, please read the [build instructions](docs/building.md).
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Pull Requests are welcomed! Note that we do not accept contributions that are primarily AI generated and will close your PR if we suspect as much.
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# Credits
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Special thanks to the [TP decompilation](https://github.com/zeldaret/tp) team, the GC/Wii decompilation community, the [Aurora](https://github.com/encounter/aurora) developers, the [TP speedrunning community](https://zsrtp.link), and all [contributors](https://github.com/TwilitRealm/dusk/graphs/contributors).
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Vendored
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-1
Submodule extern/aurora updated: 7784b6fc95...8a2b80ecb1
@@ -4,6 +4,8 @@
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#include <functional>
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#include <queue>
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#include <string>
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#include <string_view>
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#include <unordered_set>
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#include <vector>
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#include "nlohmann/json.hpp"
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@@ -14,6 +16,7 @@ enum class AchievementCategory : uint8_t {
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Collection,
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Challenge,
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Minigame,
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Misc,
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Glitched
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};
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@@ -42,6 +45,10 @@ public:
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void clearAll();
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void clearOne(const char* key);
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// Signals are visible to all achievement checks within the same tick, then cleared.
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void signal(const char* key);
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bool hasSignal(const char* key) const;
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std::vector<Achievement> getAchievements() const;
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bool hasPendingUnlock() const { return !m_pendingUnlocks.empty(); }
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std::string consumePendingUnlock();
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@@ -58,6 +65,7 @@ private:
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void processEntry(Entry& e);
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std::vector<Entry> m_entries;
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std::unordered_set<std::string_view> m_signals;
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bool m_loaded = false;
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bool m_dirty = false;
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std::queue<std::string> m_pendingUnlocks;
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@@ -8,6 +8,10 @@
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#include "d/actor/d_a_horse.h"
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#include "d/actor/d_a_crod.h"
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#include "d/d_msg_object.h"
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#ifdef TARGET_PC
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#include "d/actor/d_a_obj_carry.h"
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#include "dusk/achievements.h"
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#endif
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#if DEBUG
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#include "d/d_s_menu.h"
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@@ -677,6 +681,15 @@ BOOL daAlink_c::checkDamageAction() {
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}
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setDamagePoint(dmg, at_mtrl == dCcD_MTRL_FIRE || at_mtrl == dCcD_MTRL_ICE, TRUE, 0);
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#ifdef TARGET_PC
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if (tghit_ac_name == fpcNm_Obj_Carry_e) {
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auto* carry = static_cast<daObjCarry_c*>(tghit_ac);
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if (carry->prm_chk_type_ironball() && carry->checkCannon()) {
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dusk::AchievementSystem::get().signal("iron_ball_hit_player");
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}
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}
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#endif
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if (armor_no_dmg && at_mtrl != dCcD_MTRL_ELECTRIC && at_mtrl != dCcD_MTRL_ICE) {
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setGuardSe(var_r29);
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@@ -18,6 +18,10 @@ enum {
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};
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void daAlink_c::hsChainShape_c::draw() {
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if (dusk::getSettings().game.superClawshot) {
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return;
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}
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static const int dummy = 0;
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daAlink_c* alink = (daAlink_c*)getUserArea();
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@@ -282,6 +282,11 @@ static void e_th_spin_B(e_th_class* i_this) {
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i_this->current.pos += spC;
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f32 speed_target;
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#if AVOID_UB
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speed_target = 0;
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#endif
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f32 anm_frame = i_this->mpModelMorf->getFrame();
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switch (i_this->mMode) {
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@@ -8,6 +8,7 @@
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#include "d/actor/d_a_player.h"
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#include "d/d_demo.h"
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#include "f_pc/f_pc_name.h"
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#include "f_op/f_op_actor_mng.h"
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#include <filesystem>
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#include <algorithm>
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@@ -46,6 +47,21 @@ std::vector<AchievementSystem::Entry> AchievementSystem::makeEntries() {
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},
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{}
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},
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{
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{
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"plumm_max",
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"Thank You Berry Much",
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"Score 61,454 points in the Plumm minigame.",
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AchievementCategory::Minigame,
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false, 0, 0, false
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},
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[](Achievement& a, json&) {
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if (dComIfGs_getBalloonScore() >= 61454) {
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a.progress = 1;
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}
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},
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{}
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},
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{
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{
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"rollgoal_8",
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@@ -258,6 +274,58 @@ std::vector<AchievementSystem::Entry> AchievementSystem::makeEntries() {
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},
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{}
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},
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{
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{
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"friendly_fire",
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"Friendly Fire",
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"Get hit by your own cannonball.",
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AchievementCategory::Misc,
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false, 0, 0, false
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},
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[](Achievement& a, json&) {
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if (AchievementSystem::get().hasSignal("iron_ball_hit_player")) {
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a.progress = 1;
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}
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},
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{}
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},
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{
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{
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"long_jump_attack",
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"Long Jump Attack",
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"Travel more than 20 meters in a single jump attack before landing.",
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AchievementCategory::Misc,
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false, 0, 0, false
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},
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[](Achievement& a, json&) {
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static bool inJump = false;
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static float startX = 0.0f, startZ = 0.0f;
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const auto* link = static_cast<const daAlink_c*>(daPy_getPlayerActorClass());
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if (link == nullptr) {
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inJump = false;
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return;
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}
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if (!inJump) {
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if (link->mProcID == daAlink_c::PROC_CUT_JUMP) {
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inJump = true;
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startX = link->current.pos.x;
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startZ = link->current.pos.z;
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}
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} else if (link->mProcID == daAlink_c::PROC_CUT_JUMP_LAND) {
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inJump = false;
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const float dx = link->current.pos.x - startX;
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const float dz = link->current.pos.z - startZ;
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if (dx * dx + dz * dz >= 2000.0f * 2000.0f) {
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a.progress = 1;
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}
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} else if (link->mProcID != daAlink_c::PROC_CUT_JUMP) {
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inJump = false;
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}
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},
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{}
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},
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{
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{
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"back_in_time",
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@@ -426,6 +494,14 @@ void AchievementSystem::clearAll() {
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save();
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}
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void AchievementSystem::signal(const char* key) {
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m_signals.insert(key);
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}
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bool AchievementSystem::hasSignal(const char* key) const {
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return m_signals.count(key) > 0;
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}
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void AchievementSystem::clearOne(const char* key) {
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for (auto& e : m_entries) {
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if (std::string(e.achievement.key) == key) {
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@@ -470,6 +546,7 @@ void AchievementSystem::tick() {
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for (auto& e : m_entries) {
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processEntry(e);
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}
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m_signals.clear();
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if (m_dirty) {
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save();
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m_dirty = false;
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@@ -76,8 +76,8 @@ void ImGuiAchievements::draw(bool& open) {
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return;
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}
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ImGui::SetNextWindowSizeConstraints(ImVec2(640, 200), ImVec2(800, 900));
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ImGui::SetNextWindowSize(ImVec2(640, 480), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSizeConstraints(ImVec2(800, 200), ImVec2(1280, 900));
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ImGui::SetNextWindowSize(ImVec2(800, 480), ImGuiCond_FirstUseEver);
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if (!ImGui::Begin(
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"Achievements", &open,
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@@ -111,6 +111,7 @@ void ImGuiAchievements::draw(bool& open) {
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{AchievementCategory::Collection, "Collection", ImVec4(0.3f, 0.85f, 0.4f, 1.0f)},
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{AchievementCategory::Challenge, "Challenge", ImVec4(1.0f, 0.65f, 0.15f, 1.0f)},
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{AchievementCategory::Minigame, "Minigame", ImVec4(0.5f, 0.85f, 1.0f, 1.0f)},
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{AchievementCategory::Misc, "Misc", ImVec4(0.65f, 0.65f, 0.65f, 1.0f)},
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{AchievementCategory::Glitched, "Glitched", ImVec4(0.75f, 0.4f, 1.0f, 1.0f)},
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};
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