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Enhancement: Room/Scene Timers (#2478)
* Groundwork on scene/room timers; naming changes * added to save manager; reworked storing timestamps * actually saved stuff to savemanager; accounted for null playstate * finally fixed the fucking timers * Added scene mapping * Added CVar for room/scene level; fixed some displays * reworked logic * increase name spec for scene timestamps * Actually save item timestamps when loading v3 save * Cleanup * fix merge artifact * apply suggestions
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17 changed files with 591 additions and 318 deletions
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@ -53,6 +53,14 @@ typedef struct {
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/* 0x5C */ s16 gsTokens;
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} Inventory; // size = 0x5E
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typedef struct {
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u16 scene;
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u8 room;
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u32 sceneTime;
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u32 roomTime;
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u8 isRoom;
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} SceneTimestamp;
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typedef struct {
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/* */ char buildVersion[50];
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/* */ s16 buildVersionMajor;
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@ -63,8 +71,14 @@ typedef struct {
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/* */ u8 dungeonKeys[19];
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/* */ u32 playTimer;
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/* */ u32 pauseTimer;
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/* */ u32 sceneTimer;
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/* */ u32 roomTimer;
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/* */ s16 sceneNum;
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/* */ s8 roomNum;
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/* */ bool gameComplete;
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/* */ u32 timestamp[TIMESTAMP_MAX];
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/* */ u32 itemTimestamp[TIMESTAMP_MAX];
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/* */ SceneTimestamp sceneTimestamps[8191];
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/* */ u32 tsIdx;
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/* */ u32 count[COUNT_MAX];
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/* */ u32 entrancesDiscovered[SAVEFILE_ENTRANCES_DISCOVERED_IDX_COUNT];
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/* */ u32 scenesDiscovered[SAVEFILE_SCENES_DISCOVERED_IDX_COUNT];
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