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Add Dana's models to the game, add cosmetic customisation for keys and rename Bombchus in Logic #4311
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Some general stuff, will playtest soon.
As an aside, we should also move the fishing pole gi drawing & triforce piece drawing with the rest of the stuff instead of being in src
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std::string CvarValue[6] = { | ||
"Forest", | ||
"Fire", | ||
"Water", | ||
"Spirit", | ||
"Shadow", | ||
"Ganons", | ||
}; |
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A little weird that here only the different parts are in the array instead of the whole cvar, should probably use the same for both, not really important which.
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I did this to avoid having an ever expanding mess of tables, but am not happy with this layout due to issues with CVAR_COSMETIC. The string manipulation needed here to make the cvars clean is obnoxious as the macro does not like me feeding in manipulated strings for whatever reason, so I am accepting a bad solution to see if better ones arrive or at the very least, to not get bogged down here.
KNOWN ISSUES:
Boss key and gem defaults do not match vanilla boss key as matching them is pointless while the lighting issues remainIssue with lighting replacement, no idea how to fix.The new key customization system is that keys have 2 parts, a base and an icon/gem. Boss and Small keys have separate bases but share a gem/icon colour, and each dungeon has it's own setting for each. The old key colour switch mow toggles between vanilla and Dana models. All of this is hoped to work regardless of concept, but has implementation issues stated above.
Additionally, "Bombchus in Logic" is now "Bombchu Bag" in all context's, it is functionally identical, except that you never get 5 chus from progressive chus anymore, as that was lame and pointless complexity.
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