* Change sight drawing flag to on in arrow logic
* Refactor setBowSight for PC targeting and reticle logic
* Add Aiming Reticle option to settings
Add option for Aiming Reticle in settings.
* Add aiming reticle setting to game preferences
* Add aiming reticle to user settings registration
* Add aimingReticle configuration variable
* Fix syntax error in settings.cpp
* Add aiming reticle check to bow charge condition
* Refactor bow charge sight position logic
Removed redundant sight position handling when aiming reticle is not displayed.
* Refactor setBowSight for Dusk targeting
* Clarify aiming reticle option description
* Refactor bow sight logic in setBowSight function
Removed dusk condition from bow sight check and adjusted sight drawing logic.
* Refactor sight drawing logic in d_a_alink_bow.inc
Remove redundant call to offDrawFlg() when aiming reticle is enabled.
* initial stage service ported from encounter's original impl
* Review cleanup
* initial stage service ported from encounter's original impl
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Co-authored-by: Luke Street <luke@street.dev>
Apple: mods are now MH_BUNDLE (.so) linked with -bundle_loader,
replacing the deprecated (on iOS) -undefined dynamic_lookup.
Windows: clang-cl mods link dusklight.exe directly; lld's mingw driver
synthesizes imports from the export table. cl still requires the
import library.
Starting with VS 18 / cl 14.51, MSVC's constant evaluator
rejects a pointer-to-member in a constant initializer that also
contains any computed data, a consteval call or even a copy of a
constexpr object (C2127).
Hook records are now aggregate-initialized from literals only: the
computed name bytes (vtable symbol + display name) are baked into
char... template arguments and sizes/kinds are spelled inline.
* Deduplicate Speedrun Overrides
Avoids issues where only one is updated + makes sense organizationally
* Move restore_from_speedrun_mode
I think it makes more sense to have this in the same place the overrides are set
* Camelcase nit
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Co-authored-by: Irastris <irastris15@gmail.com>