mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 13:29:54 +00:00
some changes by DepressedTWM
This commit is contained in:
parent
3104ae20d3
commit
6c12e60a7e
7 changed files with 89 additions and 93 deletions
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@ -271,7 +271,6 @@ endforeach()
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source_group("Embedded Source" FILES ${EMBEDDED_INPUT} ${EMBEDDED_SOURCE})
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source_group("Embedded Source" FILES ${EMBEDDED_INPUT} ${EMBEDDED_SOURCE})
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## Setup binding source ##
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## Setup binding source ##
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list(APPEND DEFINES
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list(APPEND DEFINES
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BINDING_MRI
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BINDING_MRI
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)
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)
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@ -32,6 +32,3 @@ Target of sunshine mod - improve original game.
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* cmake -S . -B build
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* cmake -S . -B build
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* cd build
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* cd build
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* make -jn (n - count of threads for compilation)
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* make -jn (n - count of threads for compilation)
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# TODOs
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TODOs moved to github Issues
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@ -11,7 +11,6 @@ class Game_SelfSwitches
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#--------------------------------------------------------------------------
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#--------------------------------------------------------------------------
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def initialize
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def initialize
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@data = {}
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@data = {}
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RPG::Mod.exec_hooks("hooks/Game_SelfSwitches/init", binding)
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end
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end
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#--------------------------------------------------------------------------
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#--------------------------------------------------------------------------
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# * Get Self Switch
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# * Get Self Switch
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@ -29,6 +29,12 @@ begin
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# Prepare for transition
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# Prepare for transition
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Graphics.freeze
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Graphics.freeze
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gs = Game_Switches.new
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if Graphics.width == 1280
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gs[400] = true
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else
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gs[400] = false
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end
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# Make scene object (title screen)
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# Make scene object (title screen)
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$scene = Scene_Title.new
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$scene = Scene_Title.new
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Oneshot.allow_exit false
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Oneshot.allow_exit false
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@ -126,7 +126,8 @@ class Scene_Title
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# Play title BGM
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# Play title BGM
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if File.exist?("badend.lock")
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if File.exist?("badend.lock")
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Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", Audio.bgm_volume, 100)
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#TODO: fix audio values
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Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", bgm_volume, 100)
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else
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else
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$game_system.bgm_play($data_system.title_bgm)
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$game_system.bgm_play($data_system.title_bgm)
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end
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end
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@ -54,19 +54,19 @@ class Window_Settings
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self.opacity = 0
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self.opacity = 0
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@fade_in = true
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@fade_in = true
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@data = [
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@data = [
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tr('BGM Volume'),
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tr('BGM Volume'),
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tr('SFX Volume'),
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tr('SFX Volume'),
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tr('Fullscreen'),
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tr('Fullscreen'),
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tr('Default movement'),
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tr('Default movement'),
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tr('Colorblind mode'),
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tr('Colorblind mode'),
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tr('Configure controls(Press F1)'),
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tr('Configure controls(Press F1)'),
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tr('Skip Text (R)'),
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tr('Skip Text (R)'),
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tr('Frameskip'),
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tr('Frameskip'),
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tr('In-Game Timer'),
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tr('In-Game Timer'),
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tr('Language'),
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tr('Language'),
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tr('Debug mode(!)'),
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tr('Debug mode(!)'),
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tr('Freeware Mode(!)'),
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tr('Freeware Mode(!)'),
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]
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]
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@index = 0
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@index = 0
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# Load our language settings from persistent, stored differently
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# Load our language settings from persistent, stored differently
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@ -98,76 +98,76 @@ class Window_Settings
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end
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end
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def redraw_setting(spr, i)
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def redraw_setting(spr, i)
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if @visible == false
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if @visible == false
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return
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return
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end
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end
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spr.bitmap.clear
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spr.bitmap.clear
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
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case i
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case i
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when 0
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when 0
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
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when 1
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when 1
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
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when 2 #fullscreen
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when 2 #fullscreen
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if(Graphics.fullscreen == true)
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if(Graphics.fullscreen == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 3 #default movement
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if($game_switches[251] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK"))
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end
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when 4 #colorblind mode
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if($game_switches[252] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 6 #automash
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if($game_switches[253] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 7 #frameskip
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if(Graphics.frameskip == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 8 # In-game timer
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text = tr($game_temp.igt_timer_visible ? "ON" : "OFF")
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text)
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when 9 # Language
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l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0]
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l))
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when 10
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if(Settings[:debug] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 11
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if(Settings[:oneshot_mode] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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end
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end
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when 3 #default movement
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if($game_switches[251] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK"))
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end
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when 4 #colorblind mode
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if($game_switches[252] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 6 #automash
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if($game_switches[253] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 7 #frameskip
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if(Graphics.frameskip == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 8 # In-game timer
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text = tr($game_temp.igt_timer_visible ? "ON" : "OFF")
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text)
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when 9 # Language
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l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0]
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l))
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when 10
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if(Settings[:debug] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 11
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if(Settings[:oneshot_mode] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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end
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end
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end
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def redraw_setting_index(i)
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def redraw_setting_index(i)
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if !@data_sprites.kind_of?(Array)
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if !@data_sprites.kind_of?(Array)
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return
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return
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end
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end
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if @data_sprites.length - 1 < i
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if @data_sprites.length - 1 < i
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return
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return
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end
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end
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redraw_setting(@data_sprites[i], i)
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redraw_setting(@data_sprites[i], i)
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end
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end
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@ -1,5 +1,3 @@
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uniform sampler2D texture;
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uniform sampler2D texture;
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uniform lowp vec4 tone;
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uniform lowp vec4 tone;
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@ -20,18 +18,15 @@ uniform vec2 texSizeInv;
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const vec3 lumaF = vec3(.299, .587, .114);
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const vec3 lumaF = vec3(.299, .587, .114);
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const float WATER_DISTORTION = 0.75;
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const float WATER_DISTORTION = 0.75;
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vec4 mod289(vec4 x)
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vec4 mod289(vec4 x){
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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}
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vec4 permute(vec4 x)
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vec4 permute(vec4 x){
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{
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return mod289(((x*34.0)+1.0)*x);
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return mod289(((x*34.0)+1.0)*x);
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}
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}
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vec4 taylorInvSqrt(vec4 r)
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vec4 taylorInvSqrt(vec4 r){
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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}
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@ -39,8 +34,7 @@ vec2 fade(vec2 t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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}
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float pnoise(vec2 P)
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float pnoise(vec2 P){
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{
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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