mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-06-02 17:48:21 -04:00
Merge branch 'main' of https://github.com/TwilitRealm/dusk into randomizer
This commit is contained in:
@@ -101,6 +101,7 @@ struct UserSettings {
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ConfigVar<bool> infiniteOil;
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ConfigVar<bool> infiniteOxygen;
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ConfigVar<bool> infiniteRupees;
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ConfigVar<bool> enableIndefiniteItemDrops;
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ConfigVar<bool> moonJump;
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ConfigVar<bool> superClawshot;
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ConfigVar<bool> alwaysGreatspin;
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@@ -459,6 +459,9 @@ void daItem_c::procMainNormal() {
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cLib_chaseF(&scale.z, mItemScale.z, step_z);
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}
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#if TARGET_PC
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if (!dusk::getSettings().game.enableIndefiniteItemDrops) {
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#endif
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if (mWaitTimer == 0) {
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if (mDisappearTimer == 0) {
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deleteItem();
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@@ -468,6 +471,9 @@ void daItem_c::procMainNormal() {
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changeDraw();
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}
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}
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#if TARGET_PC
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}
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#endif
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mCcCyl.SetC(current.pos);
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dComIfG_Ccsp()->Set(&mCcCyl);
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@@ -1168,9 +1174,16 @@ int daItem_c::CountTimer() {
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if (checkCountTimer()) {
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if (mWaitTimer > 0) {
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mWaitTimer--;
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} else if (mDisappearTimer > 0) {
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}
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#if TARGET_PC
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else if (!dusk::getSettings().game.enableIndefiniteItemDrops && mDisappearTimer > 0) {
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mDisappearTimer--;
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}
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#else
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else if (mDisappearTimer > 0) {
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mDisappearTimer--;
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}
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#endif
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}
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cLib_calcTimer<u8>(&mBoomWindTgTimer);
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+84
-4
@@ -1,16 +1,29 @@
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#include "dusk/gyro.h"
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#include "d/actor/d_a_alink.h"
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#include <cmath>
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namespace dusk::gyro {
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namespace {
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constexpr s32 kRollgoalTableMaxOffset = 6500;
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constexpr float kGyroEmaAlphaMin = 0.05f;
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constexpr float kGyroEmaAlphaMax = 1.0f;
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// Smooth gravity separately so the yaw/roll blend doesn't twitch with raw accel noise.
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constexpr float kGravityEmaAlpha = 0.1f;
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constexpr float kMinGravityProjection = 0.2f;
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// Let roll contribute more strongly as the pad approaches an upright posture.
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constexpr float kRollAimBoostMax = 2.0f;
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bool s_sensor_enabled = false;
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bool s_accel_enabled = false;
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bool s_was_aiming = false;
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bool s_have_gravity_baseline = false;
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float s_smooth_gx = 0.0f;
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float s_smooth_gy = 0.0f;
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float s_smooth_gz = 0.0f;
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float s_gravity_y = 0.0f;
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float s_gravity_z = 0.0f;
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float s_baseline_gravity_y = 0.0f;
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float s_baseline_gravity_z = 0.0f;
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float s_yaw_rad = 0.0f;
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float s_pitch_rad = 0.0f;
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float s_roll_rad = 0.0f;
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@@ -19,6 +32,10 @@ s32 s_rollgoal_az = 0;
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void reset_filter_state() {
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s_smooth_gx = s_smooth_gy = s_smooth_gz = 0.0f;
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s_gravity_y = s_gravity_z = 0.0f;
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s_baseline_gravity_y = s_baseline_gravity_z = 0.0f;
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s_was_aiming = false;
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s_have_gravity_baseline = false;
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s_yaw_rad = s_pitch_rad = s_roll_rad = 0.0f;
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s_rollgoal_ax = s_rollgoal_az = 0;
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}
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@@ -49,15 +66,30 @@ bool queryGyroAimContext() {
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}
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void read(float dt) {
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if (!s_sensor_keep_alive && !queryGyroAimContext()) {
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const bool aim_active = queryGyroAimContext();
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const bool aim_just_started = aim_active && !s_was_aiming;
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const bool aim_just_ended = !aim_active && s_was_aiming;
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s_was_aiming = aim_active;
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if (!s_sensor_keep_alive && !aim_active) {
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if (s_sensor_enabled) {
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PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_GYRO, FALSE);
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s_sensor_enabled = false;
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}
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if (s_accel_enabled) {
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PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_ACCEL, FALSE);
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s_accel_enabled = false;
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}
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reset_filter_state();
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return;
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}
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if (aim_just_started || aim_just_ended) {
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s_gravity_y = s_gravity_z = 0.0f;
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s_baseline_gravity_y = s_baseline_gravity_z = 0.0f;
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s_have_gravity_baseline = false;
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}
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if (!s_sensor_enabled) {
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if (!PADHasSensor(PAD_CHAN0, PAD_SENSOR_GYRO)) {
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return;
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@@ -68,6 +100,13 @@ void read(float dt) {
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s_sensor_enabled = true;
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}
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if (!s_accel_enabled && PADHasSensor(PAD_CHAN0, PAD_SENSOR_ACCEL) &&
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PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_ACCEL, TRUE))
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{
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// We only need accel for the gravity-aware yaw/roll mix.
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s_accel_enabled = true;
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}
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f32 gyro[3];
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if (!PADGetSensorData(PAD_CHAN0, PAD_SENSOR_GYRO, gyro, 3)) {
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return;
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@@ -80,9 +119,50 @@ void read(float dt) {
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s_smooth_gy += smooth_alpha * (gyro[1] - s_smooth_gy);
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s_smooth_gz += smooth_alpha * (gyro[2] - s_smooth_gz);
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s_pitch_rad = -apply_deadband(s_smooth_gx, deadband) * dt * dusk::getSettings().game.gyroSensitivityX;
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s_yaw_rad = apply_deadband(s_smooth_gy, deadband) * dt * dusk::getSettings().game.gyroSensitivityY;
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s_roll_rad = apply_deadband(s_smooth_gz, deadband) * dt * dusk::getSettings().game.gyroSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X
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const float pitch_rate = apply_deadband(s_smooth_gx, deadband);
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const float yaw_rate = apply_deadband(s_smooth_gy, deadband);
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const float roll_rate = apply_deadband(s_smooth_gz, deadband);
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s_pitch_rad = -pitch_rate * dt * dusk::getSettings().game.gyroSensitivityX;
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s_roll_rad = roll_rate * dt * dusk::getSettings().game.gyroSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X
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float horizontal_rate = yaw_rate;
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if (aim_active && s_accel_enabled) {
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f32 accel[3];
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if (PADGetSensorData(PAD_CHAN0, PAD_SENSOR_ACCEL, accel, 3)) {
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if (!s_have_gravity_baseline) {
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s_gravity_y = accel[1];
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s_gravity_z = accel[2];
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} else {
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s_gravity_y += kGravityEmaAlpha * (accel[1] - s_gravity_y);
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s_gravity_z += kGravityEmaAlpha * (accel[2] - s_gravity_z);
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}
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// Compare the current gravity projection against the gravity vector from
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// aim start so the user's resting hold angle becomes the neutral baseline.
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const float gravity_yz_len = std::sqrt((s_gravity_y * s_gravity_y) + (s_gravity_z * s_gravity_z));
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if (gravity_yz_len >= kMinGravityProjection) {
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const float current_gravity_y = s_gravity_y / gravity_yz_len;
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const float current_gravity_z = s_gravity_z / gravity_yz_len;
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if (!s_have_gravity_baseline) {
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s_baseline_gravity_y = current_gravity_y;
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s_baseline_gravity_z = current_gravity_z;
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s_have_gravity_baseline = true;
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}
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const float yaw_weight =
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(s_baseline_gravity_y * current_gravity_y) + (s_baseline_gravity_z * current_gravity_z);
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const float roll_weight =
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(s_baseline_gravity_y * current_gravity_z) - (s_baseline_gravity_z * current_gravity_y);
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const float roll_mix = std::fabs(roll_weight);
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const float roll_boost = 1.0f + (roll_mix * (kRollAimBoostMax - 1.0f));
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horizontal_rate = (yaw_rate * yaw_weight) + (roll_rate * roll_weight * roll_boost);
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}
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}
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}
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s_yaw_rad = horizontal_rate * dt * dusk::getSettings().game.gyroSensitivityY;
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s_pitch_rad = dusk::getSettings().game.gyroInvertPitch ? -s_pitch_rad : s_pitch_rad;
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s_yaw_rad = dusk::getSettings().game.gyroInvertYaw ? -s_yaw_rad : s_yaw_rad;
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@@ -288,6 +288,8 @@ namespace dusk {
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config::ImGuiCheckbox("Infinite Oil", getSettings().game.infiniteOil);
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config::ImGuiCheckbox("Infinite Oxygen", getSettings().game.infiniteOxygen);
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config::ImGuiCheckbox("Infinite Rupees", getSettings().game.infiniteRupees);
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config::ImGuiCheckbox("Items Don't Despawn", getSettings().game.enableIndefiniteItemDrops);
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ImGui::SetItemTooltip("Items Don't Despawn Unless You Load A Different Room In Which Case They Do But Even Under Some Circumstances They Don't, It Is Quite Rare Though");
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ImGui::SeparatorText("Abilities");
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config::ImGuiCheckbox("Moon Jump (R+A)", getSettings().game.moonJump);
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@@ -75,6 +75,7 @@ UserSettings g_userSettings = {
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.infiniteOil{"game.infiniteOil", false},
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.infiniteOxygen{"game.infiniteOxygen", false},
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.infiniteRupees{"game.infiniteRupees", false},
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.enableIndefiniteItemDrops {"game.enableIndefiniteItemDrops", false},
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.moonJump{"game.moonJump", false},
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.superClawshot{"game.superClawshot", false},
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.alwaysGreatspin{"game.alwaysGreatspin", false},
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@@ -160,6 +161,7 @@ void registerSettings() {
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Register(g_userSettings.game.infiniteOil);
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Register(g_userSettings.game.infiniteOxygen);
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Register(g_userSettings.game.infiniteRupees);
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Register(g_userSettings.game.enableIndefiniteItemDrops);
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Register(g_userSettings.game.moonJump);
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Register(g_userSettings.game.superClawshot);
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Register(g_userSettings.game.alwaysGreatspin);
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