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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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hide tilt/gbcfx
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@@ -367,9 +367,12 @@ mod.options:define(schema)
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-- AND the engine's TILT on the same press.
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--
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-- Consequences worth being explicit about: while this mod is enabled, TILT
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-- (3) and GBC FX (5) are unreachable by key. Both are still reachable on
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-- the OPTIONS menu, and TILT is the one this mode supersedes anyway -- the
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-- registry already forces it off whenever a world pipeline takes the pass.
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-- (3) and GBC FX (5) are unreachable by key -- and unreachable on the OPTIONS
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-- menu too, where both rows are taken away and both values held at zero (see
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-- pinEngineFx). Nothing is being hidden that still does something: TILT is the
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-- flat fake of what this mode does for real, the registry already forces it
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-- off whenever a world pipeline takes the pass, and GBC FX is a full-screen
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-- present pass over the top of the diorama. Uninstalling puts both back.
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--
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-- Everything the engine does around a pipeline hotkey has to happen here
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-- too, so the work is DELEGATED rather than reimplemented: Pipelines.hotkey
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@@ -488,12 +491,50 @@ local function dropRow(out, id)
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return out
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end
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-- ------- TILT and GBC FX are gone while this mod is installed
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--
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-- Both fight the diorama, and both were already half-taken: the mode's own key
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-- (3) forces them off on every press, and the registry switches TILT off
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-- whenever a world pipeline takes the pass. What was left was two rows the
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-- player could set and watch get reverted -- TILT is the flat fake of what
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-- this mode does for real, and GBC FX is a full-screen present pass over the
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-- top of the whole thing.
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--
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-- So they come OFF the menu, and are HELD at zero rather than merely dropped.
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-- Hiding a live setting is a trap: a save written before the mod was installed
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-- can carry TILT 3, and a row that is not there is a row that cannot turn it
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-- back off. Pinned wherever the value could have arrived from -- the menu
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-- opening, a save being loaded or begun -- so there is no route by which one
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-- of them is on and unreachable.
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--
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-- Everything they did is still reachable: uninstall the mod and both rows are
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-- back, at whatever they were last set to.
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local function pinEngineFx(game)
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game = game or require("src.core.Game")
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local opts = game and game.save and game.save.options
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local Tilt = require("src.render.Tilt")
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local GBCFX = require("src.render.GBCFX")
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local changed = false
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if opts then
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changed = (opts.tilt or 0) ~= 0 or (opts.gbcfx or 0) ~= 0
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opts.tilt, opts.gbcfx = 0, 0
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end
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pcall(Tilt.setLevel, 0)
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pcall(GBCFX.setLevel, 0)
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if changed and game.writeOptions then pcall(game.writeOptions, game) end
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end
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-- call next() first and decorate what comes back, so every other mod's
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-- rows survive this one
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mod.hooks:wrap("ui.options.rows", function(next, game, rows)
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local out = next(game, rows)
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if type(out) ~= "table" then return out end
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local Pipelines = require("src.render.Pipelines")
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-- ahead of every branch below, including FULL's early return: these two are
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-- off the menu whatever else this mod is or is not doing
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pinEngineFx(game)
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dropRow(out, "tilt")
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dropRow(out, "gbcfx")
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-- BATTLE LAYOUT is the ENGINE's row, and this is the one place the mod takes
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-- one away. While a fight can be staged on the map, OG is the only layout it
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-- can be composed in (OverworldBattle.forceOG), so the value is pinned there
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@@ -514,8 +555,8 @@ mod.hooks:wrap("ui.options.rows", function(next, game, rows)
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local extra = {}
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for _, entry in ipairs(SETTINGS) do
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-- a row whose own switch is off the table this frame (BACK SPRITES, which
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-- staged fight to be about) is left off with it; the mod manager's page
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-- still carries every one of them
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-- needs a staged fight to be about) is left off with it; the mod manager's
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-- page still carries every one of them
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if not entry.when or entry.when() then extra[#extra + 1] = entry[1]:row() end
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end
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return insertGrouped(out, extra)
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@@ -746,10 +787,16 @@ end)
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mod.events:on("save.loaded", function()
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DayNight.restore()
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-- a save written before this mod was installed can carry TILT or GBC FX
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-- switched on, and their rows are not there to switch them back off (see
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-- pinEngineFx). Answered here rather than only when the menu opens, so a
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-- player who never opens it is not left playing under one.
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pinEngineFx()
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end)
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mod.events:on("save.created", function()
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DayNight.restore()
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pinEngineFx()
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end)
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-- The engine's own time-of-day seam. OverworldState:timeOfDay() is an
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