issac meow
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@ -124,6 +124,7 @@ set(MAIN_HEADERS
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src/i18n.h
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src/meow.h
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src/modloader.h
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src/sunshine.h
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)
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set(MAIN_SOURCE
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114
oneshot.conf
114
oneshot.conf
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@ -9,67 +9,47 @@
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# relative to gameFolder and ignoring both RTPs and
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# encrypted archives.
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# Debug mode
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# Enable reset on F12 press and other
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# (default: disabled)
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#
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# debugMode=false
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debugMode=false
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# Start game in fullscreen mode,
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# i.e. Big Picture/console mode.
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# (default: disabled)
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#
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# fullscreen=false
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fullscreen=false
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# screenMode
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# idk
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# (default: disabled)
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# screenMode=false
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screenMode=false
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# Display current FPS in Window title
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# (default: disabled)
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# printFPS=false
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printFPS=false
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# Preserve game screen aspect ratio,
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# as opposed to stretch-to-fill
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# (default: enabled)
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#
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# fixedAspectRatio=true
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fixedAspectRatio=true
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# 16:9 support
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# Force Game work in 16:9.
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# (default: disabled)
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#
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# EnableSixteenByNine=false
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EnableSixteenByNine=false
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# Controlling the resolution of the game window,
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# it is not recommended to change.
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# If you want to configure 16:9, use EnableSixteenByNine.
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#
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# defScreenW=0
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# defScreenH=0
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defScreenW=0
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defScreenH=0
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# Apply linear interpolation when game screen
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# is upscaled
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# (default: disabled)
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#
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# smoothScaling=false
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smoothScaling=false
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# Sync screen redraws to the monitor refresh rate
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# (default: enabled)
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#
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# vsync=true
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vsync=true
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# Enforce a static frame rate
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# (0 = disabled)
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#
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# fixedFramerate=0
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fixedFramerate=0
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# Skip (don't draw) frames when behind
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# (default: enabled)
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#
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# frameSkip=true
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frameSkip=true
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# Use a fixed framerate that is approx. equal to the
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# native screen refresh rate. This is different from
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@ -77,30 +57,23 @@
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# reported back to the game, ensuring correct timers.
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# If the screen refresh rate cannot be determined,
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# this option is force-disabled
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# (default: disabled)
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#
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# syncToRefreshrate=false
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syncToRefreshrate=false
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# Don't use alpha blending when rendering text
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# (default: disabled)
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#
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# solidFonts=false
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solidFonts=false
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# Work around buggy graphics drivers which don't
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# properly synchronize texture access, most
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# apparent when text doesn't show up or the map
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# tileset doesn't render at all
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# (default: disabled)
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#
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# subImageFix=false
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subImageFix=false
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# Enable framebuffer blitting if the driver is
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# capable of it. Some drivers carry buggy
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# implementations of this functionality, so
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# disabling it can be used as a workaround
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# (default: enabled)
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#
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# enableBlitting=true
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enableBlitting=true
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# Limit the maximum size (width, height) of
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# most textures mkxp will create (exceptions are
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@ -108,45 +81,31 @@
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# If set to 0, the hardware maximum is used.
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# This is useful for recording traces that can
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# be played back on machines with lower specs.
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# (default: 0)
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#
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# maxTextureSize=0
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maxTextureSize=0
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# Set the base path of the game to '/path/to/game'
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# (default: executable directory)
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#
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# gameFolder=/path/to/game
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gameFolder=/path/to/game
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# Allow symlinks for game assets to be followed
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# (default: disabled)
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#
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# allowSymlinks=false
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allowSymlinks=false
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# Set the game window icon to 'path/to/icon.png'
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# (default: none)
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#
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# iconPath=/path/to/icon.png
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iconPath=/path/to/icon.png
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# Define raw scripts to be executed before the
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# actual Scripts.rxdata execution starts
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# (default: none)
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#
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# preloadScript=my_win32_wrapper.rb
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# preloadScript=ruby18_fixes.rb
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# Index all accesible assets via their lower case path
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# (emulates windows case insensitivity)
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# (default: enabled)
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#
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# pathCache=true
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pathCache=true
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# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
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# asset search path (multiple allowed)
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# (default: none)
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#
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# RTP=/path/to/rtp1
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# RTP=/path/to/rtp2.zip
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# RTP=/path/to/game.rgssad
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#RTP=/path/to/rtp1
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#RTP=/path/to/rtp2.zip
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#RTP=/path/to/game.rgssad
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# Font substitutions allow drop-in replacements of fonts
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# to be used without changing the RGSS scripts,
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@ -157,11 +116,8 @@
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# This is not connected to the built-in font, which is
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# always used when a non-existing font family is
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# requested by RGSS.
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# (default: none)
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#
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# fontSub=Arial>Open Sans
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# fontSub=Times New Roman>Liberation Serif
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#fontSub=Arial>Open Sans
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#fontSub=Times New Roman>Liberation Serif
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# Because mkxp is usually distributed as a stand alone
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# build, no predefined load paths are initialized
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@ -169,27 +125,19 @@
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# they can be specified manually (eg. when using a system
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# libruby.so). It is however recommended to statically
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# link all required gems into libruby.so.
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# (default: none)
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#
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# rubyLoadpath=/usr/lib64/ruby/
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# rubyLoadpath=/usr/local/share/ruby/site_ruby
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#rubyLoadpath=/usr/lib64/ruby/
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#rubyLoadpath=/usr/local/share/ruby/site_ruby
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# Number of OpenAL sources to allocate for SE playback.
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# If there are a lot of sounds playing at the same time
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# and audibly cutting each other off, try increasing
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# this number. Maximum: 64.
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#
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# SE.sourceCount=6
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SE.sourceCount=6
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# [Windows only] Alloc console
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# Launch a console window with debug information along with the game.
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# (default: false)
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#
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# Windows_AllocConsole=false
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Windows_AllocConsole=false
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# Mods directory path
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# Path to mods directory
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# (default: "mods")
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#
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# ModsDirPath="mods"
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ModsDirPath="mods"
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@ -76,8 +76,8 @@ void Config::read(int argc, char *argv[]){
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PO_DESC(fixedAspectRatio, bool, true) \
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PO_DESC(smoothScaling, bool, false) \
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PO_DESC(vsync, bool, true) \
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PO_DESC(defScreenW, int, 0) \
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PO_DESC(defScreenH, int, 0) \
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PO_DESC(defScreenW, int, 640) \
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PO_DESC(defScreenH, int, 480) \
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PO_DESC(windowTitle, std::string, "") \
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PO_DESC(ModsDirPath, std::string,"mods") \
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PO_DESC(fixedFramerate, int, 0) \
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@ -172,13 +172,10 @@ void Config::read(int argc, char *argv[]){
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game.title = "OneShot: Sunshine";
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game.scripts = "Data/xScripts.rxdata";
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if(defScreenW == 0 || defScreenH == 0){
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if(defScreenW == 640 || defScreenH == 480){
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if (EnableSixteenByNine){
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defScreenW = 1280;
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defScreenH = 720;
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}else{
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defScreenW = 640;
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defScreenH = 480;
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}
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}
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@ -40,6 +40,7 @@
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#include <fstream>
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#include <cstdlib>
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#include <filesystem>
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#include <boost/chrono.hpp>
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#include "sharedstate.h"
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#include "eventthread.h"
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#include "i18n.h"
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#include "security.h"
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#include "modloader.h"
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#include "sunshine.h"
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#include "meow.h"
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@ -214,6 +216,7 @@ static void setGamePathInRegistry() {
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}
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int main(int argc, char *argv[]){
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SecurityManagerInit();
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starttime = boost::chrono::high_resolution_clock::now();
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loadLanguageMetadata(); //there will be a segfault on fclose if I don't move it here
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SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
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@ -0,0 +1,4 @@
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#include <boost/chrono.hpp>
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//помойка ебаная
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inline boost::chrono::high_resolution_clock::time_point starttime;
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